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[LEGEND Climb] Midrange Shaman

  • Last updated Jul 10, 2020 (Twin Slice Nerf)
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Wild

  • 19 Minions
  • 9 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Shaman
  • Crafting Cost: 15660
  • Dust Needed: Loading Collection
  • Created: 7/10/2020 (Twin Slice Nerf)
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  • Total Deck Rating

    24

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This is my deck for climbing from Diamond 10 to Legend.

This deck is Midrange in the pure sense of the word: Win condition varies based on matchup, drawn cards, and random effects (Fist, Bandersmosh, Discovers)

Deck strength is based on individual card strengths only, not on synergies (also in keeping with being a true midrange deck). The only synergies built in are a small spell chain/overload package, Galakrond, and Jepetto-friendly units (Lurker instead of 4/8 rusher, e.g.)

The curve is abnormal in such a way that T2 Zephrys T3 Wild Growth is a winning play in nearly every situation. Also it makes any 1-3 cost positive tempo card keepable in the mulligan.

I've found that the mutate package tends to get out-cheated, especially by Priests. In a Reno deck for Shamans who lack card draw, trying to rely on 2-card powerplays is a losing strategy.