Aggro Quest Shaman
- Last updated Aug 8, 2019 (Saviors of Uldum)
- Edit
- |
Wild
- 25 Minions
- 5 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Quest Shaman
- Crafting Cost: 8060
- Dust Needed: Loading Collection
- Created: 8/8/2019 (Saviors of Uldum)
- Dezept
- Registered User
-
- 5
- 38
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
9
Link:
BBCode:
Export to
Just some Aggro Quest Shaman deck I'm using to climb, currently standing 15/4 on Rank 7
If you have improvements, I'd love to hear them
Thanks guys, appreciate the feedback, as much as i enjoyed this value/control variant I've made another that works in both aggro and control match ups with much better results: https://www.hearthpwn.com/decks/1303195-best-quest-shaman-74-wr-76ish-games feel free to give it a try.
Good list, works well in most match ups, although had a few troubles with the likes of Control Warrior, Quest Warlock and some priest decks due to armour and healing potential and Mech Paladins.
I've made a more Control/Value/Mid-Late game style variant for when i keep running into these decks by swapping:
1x Questing Explorer for 1x Novice Engineer you don't always get value from Questing Explorer so just an additional draw engine if needed and also has battlecry.
1x Mind Control Tech and 1x Giggling Inventor for 2x Vulpera Scoundrel this card is pretty clutch whether it is on curve or if you manage to get double the value off of this, Giggling Inventor feels a little too slow and underwhelming sometimes to run two copies and MC Tech feels dead most times in Control Match Ups, whereas discovering an answer to something specific for that match up is always an awesome feeling
2x Hex for 2x Golden Scarab - You can discover Hex from Golden Scarab and other cards such as Lifedrinker Omega Defender Spellbreaker Arena Fanatic (Great with a hand full of lackeys and other minions), although Golden Scarab has provided decent value it might be best to run a single and add a Fire Elemental.
2x Former Champ for 1x Spellbreaker and 1x Swampqueen Hagatha - Spellbreaker Good tech for those pesky buff and mech decks, Swampqueen Hagatha hasn't been too great but has come in handy in some situations
2x Fire Elemental for 1x Sunreaver Warmage and Zilliax - Sunreaver is sleeper OP in this deck, 4 Damage turn 5 after playing Storm Chaser or 8 damage with the double battlecry, extremely underrated. I feel that running 2x Fire Elemental and 2x Weaponized Wasp is strange because they essentially do the same thing.
2x Weaponized Wasp for another 1x Sandstorm Elemental and 1x Storm Chaser both Battlecries and Storm Chaser can pull your spells early on, getting this off twice can be beneficial but not always needed, not the biggest fan of Weaponized Wasp but has potential.
2x Lightning Storm for 2x Hagatha's Scheme - Overload can sometimes screw you and some board states are too big for Lightning Storm, Storm Chaser is good to get this out early for stacks
1x Siamat for 1x Earthquake Earthquake is good against those huge boards some decks can produce
1x Leeroy Jenkins for 1x Barista Lynchen - Barista Lynchen on curve when you have a decent board is game winning, or just to give back more value later in the game
All early game minions either generate value and/or contribute towards the quest.
Vulpera Scoundrel is extremely good for discovering answers in spell form, i always try to mulligan this with any form of 2 drop, even Golden Scarab is great on curve to discover something to play on curve if no 4 drops in hand. for more aggressive opponents I like to keep Lackey generators to quickly finish the quest and gain board/tempo
But with the mix of lackeys and discovers you can find yourself dominating from start to finish in control match ups.
Amazing improvements for problems I have ran into, as the meta evolved a bit more
I'm going to edit this deck to your suggestions, as they're improved the deck, quite a bit
I followed your suggestions. 10-0 losses so far. brilliant deck.
I was a bit hesitant when building this deck, but, it surprisingly works.
Due the sheer amount of lackey generation, you finish your quest average turn 5-ish.
For more aggressive decks, you still have responses that keep you safe, and, if your opponent isn't dead by turn 10, Shudder should be enough to finish him.