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The "Shredder" Shaman Control!

  • Last updated Jan 23, 2015 (GvG Launch)
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  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6340
  • Dust Needed: Loading Collection
  • Created: 12/6/2014 (GvG Prelaunch)
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View 32 other Decks by xxstefanxx1
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Basically trying to say: "Good luck clearing my board, bro"

Okay, so I came up with this "Sticky-minion" deck after reviewing my own Reincarnate Naxxramas deck. The concept of these Piloted minions (Piloted Shredder, Piloted Sky Golem, Sneed's Old Shredder) seemed pretty interesting to me, combined with the new Mech theme going on. So let me go over the current deck as it is, why I picked the cards etc.:

First of all, these are the bases on which the deck is built:

  • Strong Deathrattles (high value)
  • Mech Interaction
  • Favorable Trades
  • Mid-Range control
  • Deathrattle Activation

Rockbiter Weapon: Still a very standard auto-pick in constructed Shaman in my opinion. Let's you cast it on your own hero, combine it with Flametongue Totem, sacrifice your totems, etc... 

Ancestral Spirit: Pretty interesting pick. Still not sure if I should use 1 or 2 of this card, because the risk of it being a dead card is pretty high, especially against aggro in the early stages of the game.

Crackle: Beats Lava Burst in every aspect. A potential 6 damage for 2 mana is insane, even with the 1 mana overload. Even with 3 damage it is okay, as Shaman can
make very favorable trades in general

Flametongue Totem: No description needed.

Mechwarper: So... I thought to myself, I want a shaman deck where I for once don't hero power on turn 2. Mechwarper is a solid minion by itself, and allows your to turn 3 Piloted Shredder, or Arcane Nullifier X-21. But Also use it in the later stages of the game to call out cards like Piloted Sky Golem and Harvest Golems.

Reincarnate: Also very much tried in Naxxramas, but it still was not very successful. I hope the new Piloted cards are strong enough to justify the use of this card.

Feral Spirit: Also a common auto-pick in Shaman decks. Can give a huge swing in the game or give you the opportunities to execute some very interesting mechanics in this deck, without the loss of your board.

Harvest Golem: A very strong, sticky minion. Also, a mech! Solid card overall, fitting with the gimmick of this deck. >> High value, strong deathrattle, Sticky minion, and is a mech

Hex: As this is a very control-heavy deck, I think 1 hex will be enough. I really couldn't find an open spot for this card, so for the time being, only 1 hex.


Lightning Storm
Very efficient removal. The only real AoE removal from Shaman, so... automatic pick, no questions asked

Mana Tide Totem: I went from and forth whether to use Jeeves or Mana Tide Totem... Still not sure, but I think with the amount of late game, the Totem is alot more consistant than Jeeves.


Very interesting card. Since Naxxramas Shaman's stopped using Stormforged Axe. In my opinion, Powermace has a better Damage-Durability ratio (same as Fiery War Axe) and is a good alternative to Feral Spirit, when you for example need to clear a minion, have a mech out, or need all your mana for the next turn. Great card, great interaction with the deck.

Arcane Nullifier X-21:  I initially used Mechanical Yeti, but someone pointed out that this minion better fits the deck. I must agree that the spare parts don't have a lot of use in this deck (Enough control, no powerful battle cries, enough buffs, enough health), and this fits the "Sticky Minion" gimmick perfectly, along with easily being able to buff this card with Flametongue Totemand such.

Piloted Shredder: First piloted card in the deck. It's still to be seen how powerful this meta is going to be, but to me this can really swing the game around as you're very favorable to make trades with this card. Also fits the deck in being sticky (summons another character) and... it's a mech!

Sludge Belcher: Also a very sticky minion. Most of the times stopps at least 2 (big) attacks. Same as Feral Spirit, this allows you to get out your piloted minions, make trades and remove your opponents board. Basically, it stalls your opponent.

Cairne Bloodhoof: ALSO a very annoying, sticky minion. Though very weak to silence, has a shitload of value as a card itself. A double yeti for 6 mana? Good luck removing THAT! 

Piloted Sky Golem: So here's the 2nd Piloted minion. I like to compare this card to Cairne Bloodhoof, with potential benefits. Ofcourse Cairne is alot more consistant because you know what you get, and has a bigger body, but is that a problem? To digest in to this logic, lets take a look at some powerful 4-mana minion creatures currently in the game:

 There are ofcourse more 4-drops in the game, but the 6/4 body makes it much more attractive to kill as the opponent than a 4/5 cairne, which you can just leave on the board as it is.

Sylvanas Windrunner: Falls into the gimmick of strong deathrattles, especially because we can activate the deathrattle when we want with reincarnate, or revive her with ancestral spirit. Generally known a very strong pick in constructed:
EDIT: I replaced this card in the spot of a Piloted Sky golem.

Troggzor the Earthinator [Burly Rockjaw Trogg]: A very interesting card, especially in this deck. The amount of sticky minions make is so that you (almost) always have a presence on the board. This means that that the opponent is more likely to use spells, except trading in with minions (because they have none!). So... as Troggzor is already a 6/6 body for 7 mana, it's already a pretty beasty card, worth about 5,5 mana. That means that you over-pay 7 - 5,5 = 1,5 mana. 
So even if a mage removes this minion with a Fireball/Polymorph, you still get a 3/5 Burly Rockjaw Trogg for effectively 1,5 mana. In theory, this should be a great addition to the deck, especially when you got some beefy taunts out.

Sneed's Old Shredder: Okay, so this is the replacement for Al'Akir the Windlord and maybe Ragnaros the Firelord, mostly on the basis of this deck gimmick. This is also the 3rd and last Piloted minion in the deck, plus it being a mech.
So... how good is this minion? It's a 5/7 body for 8 mana, which is roughly worth about 5,5 mana. This is a VERY good attack/health amount, as it removes all those annoying 5-health minions currently in the game. The thing that alot of people overlook in this card, is that it can summon Legendary minions that do not belong to your deck, for example you can summon Tyrion Fordring after your Sneed's Old Shredder dies as a Shaman. But how good is the deathrattle?  As I said, you pay about 2,5 mana too much for the body itself, compared to Cairne Bloodhoof, where you over-pay 2 mana. Ofcourse you can get a very bad legendary (or a low mana cost one), but being able to get a potential Ragnaros e.g. for effectively 2,5 mana, after your opponent spends a card or trades a minion into it, this minion is on the long run very strong.
Long story short: It's a mech, powerful deathrattle, high value, strong body