+15
Favorite this Deck

Legend Straightforward Control Shaman

  • Last updated Jan 29, 2021 (Darkmoon Races)
  • Edit
  • |

Wild

  • 18 Minions
  • 11 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Shaman
  • Crafting Cost: 17600
  • Dust Needed: Loading Collection
  • Created: 1/23/2021 (Darkmoon Races)
View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    168

View 121 other Decks by AIM7Sparrow
BBCode:
Export to

Just hit legend with this climbing from D5 and winning about 2/3 of my games. Honestly I didn't think this would be a good deck at first and didn't bother tracking it....sorry.

But yeah this deck takes it back to the basics of a straightforward control Shaman deck. No quest double battlecry Cthun or Ysharj gimmicks. Just straight value. It features Cthun but that's really not your win condition most of the time. In fact I haven't been able to even play him yet during my 20+ games and his main utility actually comes from enabling Groundskeeper and corrupting Dunk Tanks. He takes one slot in your deck but provides 4 valuable cards for that purpose.

As with all control decks your win condition is simply surviving and generating more resources than your opponent. I've outvalued and won against some pretty greedy decks with this including the new Kanrethad Ebonlocke, Vectus, and Envoy Rustwix Warlock that basically summons like 15 primes throughout the game.

There are a lot of cool things you can do with this deck and different ways to win.

Guidance is freaking awesome. Generates two spells and it itself can be pulled off Cobalt Spellkin. You are refilling your hand constantly. Overloading with it creates a 2 mana consecration with Landslide and 2 mana flamestrike if you have any spell damage on board, which you can easily have now with Imprisoned Phoenix.

Fist of Ra-Den is a very solid win condition now with the addition of Guidance. You can easily create 4 Reliquary of Souls and load your deck up with one of the best primes in the game. Or just get other free legendaries too, you really don't have to force it.

You can sometimes surprise your opponent with huge burn damage after Phoenix wakes up, especially against Warlocks who are tapping all game. I've dealt 19 damage for lethal in a single turn with Portal, Dunk Tank, and a Lightning Bolt off Spellkin after my Phoenix woke up with spell totem on board.

Silas is there to take very high value threats like Rattlegore.

Bandersmosh is just a very solid value card that usually forces your opponent to spend more cards and/or mana than you did playing it.

Fireheart is of course another mini-win condition with the incredible value she generates. Try to save her for later in the take to take full advantage of the hot streak.

Deck performs very well against a wide variety of stuff. I've beaten Weapon/Stealth Rogue, all forms of control and aggro Warlock, res Priests, aggro hunters and DH, Evolve Shaman, control Warriors, and Libram Pally.

Tickitus Warlock is probably the hardest matchup and usually depends on how many of your best cards they mill, but I've also beaten them even after losing 10 cards still so it's definitely doable. Remember Cthun is not your main win condition so don't concede if they mill some of the pieces! It's actually super funny when they start emoting like assholes thinking they have a free win now and then you kill them in fatigue anyways. Feels amazing man.

Give it a shot and let me know what you think. It really is a fun deck to pilot, especially if you like heavily thinking about how to make the best plays each turn.

Removed 2 Molten Blasts for more meta tech choices: Ooze vs. Weapon Rogues and Elysiana for Tickatus Warlocks. These two slots can be highly flexible depending on what decks you are most often encountering yourselves.

Mulligan/Mana Tricks/Plays

Always: Sludge Slurper
Vs Aggro: Landslide, Phoenix, Serpentshrine Portal. If you have Landslide, you would also want to keep Groundskeeper and/or a single copy of Hagatha's Scheme. Keep Ooze vs any weapon class of course.
Vs. Control: Keep both copies of Hagatha's scheme if you find them. Otherwise any card that generates is a good keep also. Guidance, Cobalt Spellkin, Instructor Fireheart. Just keep juicing your hand.
Vs. Warrior: Keep Silas. Stealing Rattlegore is huge.

  • Coin Phoenix is almost always your best play on turn 1 vs. aggro. It will wake up on turn 3 and you can either Slurper or Guidance for overload into Landslide for a full clear. You can also play one of them on turn 2 and remain overloaded when Phoenix wakes up for the full clear.
  • Phoenix turn 2 into coin Raz turn 4 is very powerful vs lots of decks.
  • Slurp>Guidance or Lackey>Landslide for a 1/2/3 punch against aggro when going first is strong.
  • If you want to guarantee a strong Dunk Tank, play Phoenix on turn 4 at the earliest. This let's you corrupt with 5 mana next turn, then Phoenix wakes up turn 6 for a strong clear. Roll totem if you're feeling lucky for even more deeps.
  • ALWAYS save Silas for Rattlegore vs. Warrior. Find a way to clear everything else, even if it means spending multiple resources. Warrior has almost no way to answer their own stolen Rattlegore. On that note, always be mindful of how you play your minions and summon totems in the correct order. Silas will NOT rotate dormant minions, so your sleepy Phoenix is safe.
  • Vs. Warlock, Silas against Rustwix is your best move if they allow it. Most Warlock players will Sacrificial Pact or Plague of Flames same turn though to guarantee they get him in their revive pool and dodge the Devolving Missiles.
  • Unless it impacts your next turn, you will almost always want to take the extra spell and overload with Guidance. You'd be surprised at how often even the "horrible" spells like Ancestral Healing can make a difference. 
  • Don't be afraid to just play an empty Groundskeeper vs. control to free up your hand. If anything you force them to spend resources.
  • Sometimes it's better to end the Fireheart Hot Streak early if you find a great spell that you don't need to spend. Earthquake and Hagatha's Scheme vs. control are good examples.
  • When you go into fatigue vs. Warlock, you have to minimize their removal value. Play only one body at a time. More often than not they will be left with a hand of Cascading Disasters, Nether, etc. Make sure you have saved one big Hagatha's Scheme for their Ysharj, Tick, Strongman flood.