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Wise shaman (Highlander quest)

  • Last updated Sep 25, 2020 (Scholomance Academy)
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Wild

  • 24 Minions
  • 4 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Highlander Shaman
  • Crafting Cost: 19640
  • Dust Needed: Loading Collection
  • Created: 9/25/2020 (Scholomance Academy)
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Hello guys,

After climbing to D3 this month with stealth rogue/libram pala/face hunter and to legend with highlander face hunter between D3 and D1, I was looking forward to a fun although consistent deck to play in legend. This is not a deck meant to climb the ladder, although you can have your luck between D3 and D1.

I had met some quest shaman during my climbing but this is a HIGHLANDER variation based on the combos. Playing highlander needs some experience because of the great variety of cards but it's really interesting... Of course, this quest deck is a bit slow and you will hope your opponent doesn't have a perfect start, but in mid-game the game will depend on your choices and will have the benefit of surprise.

Why "wise" shaman ?

- It's all about Thrall's evolution. At the start you will be weaker (in this fast meta), but you have 15 cheap cards so you can limit the damage. If you manage not to lose many lifepoints, you learn how to control the enemy and get access to infinite possibilities thanks to drawing and discovering. You grow into full power when you mute into Galakrond invoking 4 rush 8/8 !)

- This deck enables you to draw cards (Panthara, questing explorer) and many spells from a very nice pool (lackeys, Vulpera Scoundrel, Instructor Fireheart, Wandmaker, Marshpawn, etc.). Sphere of Sapience is important so you can... arrange your future.

Mulligan :

You can look for 15 cards with 1-2 cost that will help you challenge the board while triggering the quest. In general you will always have a card to play so don't keep 3-value card except "Far sight" which can be really powerful with a lucky draw.

AOE is not really needed in the current meta, only in the late game. You  rely on Zephrys the Great for that. He's a must but try not to play him early if it's not against aggro so can double trigger him. Never play him if you are not in dead danger (count well, specially against soul demons and hunters)

Combos that work pretty well once you have the Heart of Vir'naal ability :

Lackeys, Galakrond cards, drawing cards, and spell generation.

Kronx Dragonhoof ,Sky Gen'ral Kraag (game changer !) Zephrys the Great (amazing), Siamat, The Lurker Below (but not so great in the current meta)

End of game :

Double all the small benefits from spell drawing while controlling the board.

If you've already completed the quest, save Galakrond for the end of the game, as you can play him with the Vir'naal. Also, if you don't draw Blooming Flowers or Tour Guide at the beginning (or if you don't use the Coin), save it to double Dragonqueen Alexstrasza ability and get 4 dragons.

Don't forget to like or to comment ! I am interested in your opinion