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[LEGEND Climb] 4/5 Shaman

  • Last updated Aug 14, 2020 (Scholomance Academy)
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Wild

  • 13 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Galakrond Shaman
  • Crafting Cost: 10000
  • Dust Needed: Loading Collection
  • Created: 8/14/2020 (Scholomance Academy)
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  • Total Deck Rating

    24

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This is the deck I used to climb to legend this month! Unfortunately for me, I have self-respect and so could not play Druid or Paladin this month. But from necessity, great things may be born!

Welcome, 4/5 Shaman! Groundskeeper, Shield of Galakrond, and Dragon's Pack all contribute to giving us wave after wave of 4/5 taunts, while invokes and removal spells soften the enemy board and let the 4/5 houses punch through correctly.

This straight up (i.e. non-Reno) Galakrond Shaman is a good fit for the meta, and as an added bonus is an absolute Paladin slayer. I went ~75% WR against Pure Paladin, but the deck also has weaknesses.

vs. Guardian Druids: This matchup is winnable but sadly unfavored. The best bet is to keep Far Sights and play ZERO minions (no totems!) for them to Rush into. (You're allowed to threaten a tempo Gidra or even put out 4/5 taunt because its statline is good against their rushers) All your invoke cards are to be used as removal spells, and in due time the Devolving Missiles/Hex's/Earth Shocks will have their time to shine. It IS possible to run the Druid completely out of threats if their hand is not the Giga-nuts.

vs. Paladins: For whatever reason this deck lines up snugly against their plays to punish the Paladin player. 2/1 rushers ruin their day  (Goody two shoes, 4/2 weapon equipper), a full silence/devolve package WITH Diligent Notetaker ruins their day, even 4/5 taunts ruin their day since 90% of the time their only way of dealing with it is truesilver hit + a real minion. OVERTRADE to clear their board! the entire point here is to force them to go all-in on 1 or 2 units with buffs, then they're wide open to missiles/Hex/Earth shock. Their win condition is if they get too many 1-drops and get too wide past your rushers' capability to deal with. Then they're free to use all their buffs as removal onto YOU, and missiles can't do its job well enough vs. a wide board.

Instructor Fireheart: This is a VERY interesting bimodal card, in that she's EITHER a 3- or 4-mana play (3 drop to discover 1-cost spell and play it), OR you save her for exactly the last turn of the game and discover burn/windfury/transform effects with her.

Have fun out there and remember to find a deck that you love to play; fortunately, I could this month! If you have any questions go ahead and ask! 

Peace and Love from Bizzkaj