[SOU] Control quest big spell shaman
- Last updated Aug 6, 2019 (Saviors of Uldum)
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Wild
- 22 Minions
- 8 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Shudderwock Shaman
- Crafting Cost: 14160
- Dust Needed: Loading Collection
- Created: 7/31/2019 (Rise of the Mech)
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Total Deck Rating
35
Hi all!
I am trying to make a big spell control quest shaman. I will playtest it and see how it fares.
Basically I really like the King Phaoris card, and want to make it work in this deck. It synergizes well with the other big control spells that shaman has, namely earthquake and hagathas.
I included alot of the early game value and damage tools from other shaman quest decks, but try to make it more controlling. You have plague of murlocs and mc-tech do deal with giants, and your big board clears. You have vulpuera scoundrel to add more spells for phaoris.
I opted not having questing explorer, because I think in most games, it's gonna be a dead 2/3 card in your hand that does nothing late game, which is very very bad. I like novice engineer better, because of consistency, and because it can draw you two cards(or more) later in the game.
You have jepetto to draw any of the big cost minions and make crazy swring turns. Like a 1 mana shudder, King Phaosis or hagatha.
This deck can outvalue control warrior, and it constantly threatens his control of the board, by getting minions on board or doing face damage directly, forcing the warrior to act and not be passive.
Maybe the deck lacks abit of healing vs other burn shaman quests, you could maybe add +1 Witch's Brew instead of novice or some other card.
Hey, I'm trying to make a decklist similar to this work
No quest (I've played quest for a while and I find it a bit boring ... it doesn't feel that good to press button every turn and all)
So basically standard control which revolves primarly around Phaoris/Hagatha/Shudder/Krag and a bunch of big spells.
I have a basic deck list (this is the first deck I've tried to build myself so it's performing preeeeetty bad) and I'm going to continue working on it for a while.
i would:
-King Phaoris
-Krag'wa, the Frog
-1 Vulpera Scoundrel
-1 Mind Control Tech
+2 Sandstorm Elemental
+1 Earth Shock
+1 Lightning Storm
Phaoris is not good in this deck imo, Krag'wa is too slow, MCT only works in few matchups, Vulpera is ok, but replacable.
Sandstorm and Lightning Storm for an eazy clear with Plague and an early game board clear, Earth Shock for those mechs and reborns.
I would also consider Storm Chaser or a second Earth Shock.
Hi man, thanks for your comments.
You want more early game removal- why? We have alot of early game pressure through battlecry and lackeys, and we have alot of board control tools already through hag and earthquake. MCT only works in a few matchups? It works in mage giants, and against most aggro decks, so pretty strong imo. krag will bring back any good spells you have.
But I appreaciate your critique, I will consider it. I mean earth shock is crazy good, but so is plague of murlocs. If anything, I would do -2 bogslosher for +2 sandstorm, or +1 lightning storm +1MCT
I want Lightning Storm and Sandstorm because those are more consistent than lackeys and because sometimes aggro is just too oppressive and you simply can't deal with them even with the help of lackeys. Earthquake is a 5-star removal imo, but facing something like mech hunter you might not gonna make it till turn 7. And without a charged scheme in your hand, you are left relying on lackeys, that are, as i've said earlier, far less consistent than options i've mentioned above.
MCT is by no mean a bad card, and sometimes can help alot versus mages, but with hexes, schemes and a new plague card i doubt it is a necessary tech, they could always just freeze your stolen big minion and go face, as for aggro, I doubt it will turn out better then Lightning Storm, because we will probably see a lot of lackeys, and stealing a 1/1 isnt gonna help you much.
Krag has been around for a while, and didn't see play, mostly due to Hagatha generating enough value, but without Hagatha spitting random spells at you, i still think Krag is too slow and clunky.
I understand that lightning storm and sandstorm are powerful removal tools, but how good are they late game? And are they really needed when you have the oth er early game minions and removal? Maybe, maybe not. I will think about it, bro.
I mean it depends entirely on the meta doesn't it? We will see. As it stands, I don't think the deck has problems vs aggro, but I will playtest as I said and change the deck if it sucks. I think Krag is a good addition, because you lose Hagatha's spell heropower generation, and get a few spells back now to compensate and to fuel King Phaoris lategame. Again it depends on the meta, if the meta is super fast, then krag is perhaps too slow.
Again thanks for your comments :)
I am not sure if it will work. The main reason being is you want to use your big cost spells for removal and to last until you can play King Phaoris. Your deck as it stands has 7 spells. You will generate another 2 with Vulpera Scoundrel and maybe generate some spells if you get the right Lackey. Krag'wa, the Frog will allow you to bounce back one or two of your spells. Also there is no guarantee that Jepetto Joybuzz will pull King Phaoris so you can use the double battlecry with him. I honestly think Hagatha the Witch would work better with a King Phaoris deck. Hagatha the Witch will guarantee a hand full of spells when you play King Phaoris. Just my thoughts on it.
Hi man, thanks for comments.
I think it will work, because krag'wa can bounce back alot of spells, and vulpera will give you 4 spells total with the hero power. that's alot of spells :) Hagatha works good with Phaoris, but then u cannot play the quest :( Maybe Phaoris is bad, I will playtest tomorrow
Remove the Plague of Murlocs mate..
Hi and thanks for commenting!
Why would you remove the plague? It deals very well with mage giants, which is going 100 % to be played in the meta. What would you replace it with? :)
remove yourself for not respecting conj giants
For the giants you can save your hexes. I'd put in either another battlecry or a boardclear. I find it such a waste to transform your own troops into murlocs, while it's not a murloc themed deck :) Especially if you haven't used Barista yet.
How you gonna hex 6 giants on turn 5-6-7? Plague is like AOE hex you know.
Also giving your own mininon murlocs is not bad, u can trade or remove his.
It is a fantastic card. if you face a Deathrattle heavy deck it cancels them out too and murlocs have low health and attack so easy to get rid of them.
If a Mage CC deck gets Lunars pocket and then can play Khadgar, 2x Mountain giant and 2 x CC the hexes will be of no use. Just picture the rage in your opponents face when you reduce a 40+ damage board into a 10 damage muloc board haha
What do you guys think of this? :D
leave a comment please !