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[75% WR] FaceTwitch's Control Shaman (Updated v...

  • Last updated Apr 15, 2020 (Outland DH Nerfs)
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Wild

  • 18 Minions
  • 10 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Highlander Shaman
  • Crafting Cost: 17120
  • Dust Needed: Loading Collection
  • Created: 3/12/2020 (GA Week 4)
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  • Total Deck Rating

    35

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UPDATE: This is an updated version similar to my original deck used by the professional player Dmoney. Here is his youtube video - https://www.youtube.com/watch?v=LpfQIGrY8Sk

If you wish to try another variation of highlander shaman, then you are welcome to use a battlecry quest version of highlander shaman made by Brian Kibler - https://www.youtube.com/watch?v=tIE4E_dfECs

Hey everyone, 

I have been working on improving my Highlander/Galakround/Big spell shaman - https://www.hearthpwn.com/decks/1330881-facetwitch-s-biggalahigh-shaman#c4

Here is what I came up with. The deck is incredibly strong and leaves no chance to your opponent in the late game since they will simply run out of board clearing spells to destroy your minions. It can perform very well against the current meta, however, is difficult to pilot. It is crucial to understand what deck you are up against in order to counter it accordingly.

Here are some of my games that I recorded on my computer from rank 10 to rank 6 - 

The reason for running a dragon package in the deck is because Lightning Breath provides far more value than Lightning Storm since you do not have to gamble on your damage and do not overload your crystals which you would not want to do with this deck. Thus, it is far more reliable. In addition, Lightning BreathZentimo = mad board clearance. Whereas, combing it with Omega Mind may also heal you to full health.

Firetree Witchdoctor provides you with an additional spell which is incredibly important in any highlander deck since you can only have one copy of any card.

The rest of the dragons just genuinely help you with keeping the pressure as well as other benefits related to particular dragons.

Will write a detailed guide if the deck receives 8 upvotes to see if anyone is even interested. I certainly recommend giving it a go as you won't regret it. From rank 10, I am currently on rank 7 with around 80% win rate. The biggest struggle is obviously aggro hunter, however, with the right tools, he runs out of juice in no time.

As promised, here is the detailed guide:

In general, you want to survive through your opponents' threats and then dominate the board with King Phaoris or fully invoked Galakrond, the Tempest as well as Dragonqueen Alexstrasza. If your opponent manages to clear the board all of those times, you play Shudderwock and pretty much finish the game. 

Now more detailed guide against each of the classes-

Priest: 

Probably the easiest of the matchups. No matter what kind of priest your opponent is playing, you would want to mulligan for Hex and/or Plague of MurlocsThe Fist of Ra-den  to help you escalate early on and/or Hagatha the Witch to provide you with as much value as possible from an early game. Any invoke cards will also be incredibly useful as it is always good to invoke as quickly as you can.

If the priest plays any kinda resurrect cards then you would want to add garbage units into that pile of resurrection. Therefore, whenever he summons the biggest amount of units or he plays his most important units such as Catrina Muerte or Archmage Vargoth or any other unit you find annoying such as Unlucky Albatross you then turn them into murlocs via your Plague of Murlocs. It is also good to Hex someone like Catrina Muerte on her own but if it is possible, try waiting for Zentimo to turn three of his minions into frogs instead of just one.


Warrior:

Most of the warriors seem to be galakround warriors that will have many little annoying minions. While the minions are not a big threat in the early game as most of them only have 1-2 damage each, it is important to be mindful of his invoking as well as his burst potential with Bloodsworn Mercenary. Therefore, always try to not be too low on your health or guard your self with taunts such as Eye of the Storm to prevent him from doing his crazy combo on you. 

For mulligan, try to keep any cards that can help you in an early game such as Storm ChaserLightning BreathHagatha's Scheme and any invoke cards to help you survive until late game.


Paladin:

Pretty much any paladin is a mech paladin, therefore, it is crucial to get a mulligan in order to survive. Plague of Murlocs is very helpful to turn his mechs into murlocs, however, do be careful with it as it doesn't provide you with board clearance and may make things even worse if you do not have an answer to them.

I also found a combo of ZentimoInvocation of Frost to be very helpful. As for 5 mana, you can invoke your galakround three times as well as provide you with a 6/3 rush body to help you clear the board. In general, you will need anything to deal with mechs, so you can keep Mana Tide TotemHex and Walking Fountain or Zephrys the Great to provide you with some sustain. Additionally, it is always useful to keep your invoke cards.


Druid:

Druid is a difficult matchup if you believe that you are facing token druid, then you gotta act pretty much the same way as you would against mech paladin. Whereas, embiggen druid will require you to keep onto some of the cards. Mulligan hard for Zentimo, Hagatha's Scheme and Zephrys the Great. Cards such as Firetree WitchdoctorLightning Breath and Storm Chaser can also be useful.

Simply try to hang on to some of your cards if you do not have any other board clearing spells to remove his units at once as he will eventually struggle to keep up with the game due to the cost of his units and low card draw. It should also be remembered that druids in general struggle with board control as they don't really have powerful board clearing spells. So do not be afraid of going full bonkers on them as they won't be able to deal with your units.


Hunter:

Hunter is a difficult matchup, they are so many different hunter variations such as quest hunter, face hunter, dragon hunter, highlander hunter and highlander/secret hunter. It is therefore difficult to pick up your mulligan. Walking Fountain is always a good idea to keep as well as any invoke cards and Lightning BreathHagatha's Scheme, as well as any, invoke cards.

It is always a good idea to play Omega Mind + any descent board clearing spell to heal your self on turn 10 to remove any immediate threat. After you have healed yourself, any aggro deck will struggle to finish you off.


Rogue:

Majority of the rogue players play galakround rogue, which is pretty slow, doesnt have any board clearing spells and is only dangerous if they manage to invoke 4 times and then pull out all of their combo cards. However, by the time they manage to do this, they should be struggling to keep up with your deck.

Once you have healed yourself to prevent him from doing his Leeroy Jenkins combo, establish the board and since he lacks tools to deal with your big units, it might be the best choice to go face to finish the game even faster.

 It is really difficult to write every appropriate response to every particular situation you might face. The deck can offer a great degree of versatility, therefore, use your cards wisely. So if the threat, for example, is not that serious, then sometimes it is better to instead hang on to your board clearing spell to get rid off as many of opponent's units at once and turn the game around instead of simply wasting them. 

Overall, I hope you find some of the guidance that I have provided to be helpful, however, no guidance will assist you more than your own practice

If you have any questions, please make sure to leave a comment down below and I will help you as soon as I as can.