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Roffle Triggering Reno Shaman (Legend)

  • Last updated May 23, 2022 (Drek'Thar Nerf)
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Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Shudderwock Shaman
  • Crafting Cost: 17500
  • Dust Needed: Loading Collection
  • Created: 5/17/2022 (Rise of the Naga)
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  • Total Deck Rating

    10

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This deck got me to Legend with Shudderwock Shaman.

It only has large weaknesses to Non-Odd Demon Hunter (until they get nerfed next week) and the 2 particular "watch them play by themselves" decks -- Quest Shaman and Quest Mage because they are very hard to disrupt.

This deck is extremely strong against all Druid, Paladin, Priest decks -- and very strong against Even Warlock, Mechathun Warlock, non-Pirate Rogues, Warrior, Hunter, Mech decks.

Against Pirate Rogue, you need to draw the right cards the first 3 turns and probably need Reno Jackson or Zephyrs to show up in the first 5 turns.

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How the deck works:

This is a 100% disruption and draw deck.

Your 2 Battlecry doublers (Bolner, Murmur) should be held back to double your card draw usually.

You have disruption with Evolve, Dirty Rat, Mutanous, Lotheb and Blademaster Okani.

You have 4 sources of bounce -- Bewmaster, Bog Slosher, Zola, Grumble.

Against slow decks like Priest, Warlock, Druid or a Rogue that thinks they will be doing a combo, patiently wait to draw Coldlight Seer while depleting your hand of non-relevant minions minimizing your cards in hand.  Make them draw 6 or more cards in a turn in a way that mills at least 5 cards. 

With Bolner, you can potentially make the opponent draw 10 cards or even more, normally you do not want to do this but sometimes against Chtun Druid or Warlock -- it is ok if you already have everything you need in hand.  Since Druid and Warlock both tend to draw a ton of cards, this play can make sense sometimes to mill a Chtun piece or see if you can get rid of Mechathun.

You don't need to mill against any opponent to win, but since Shaman lacks much card draw the opportunity to draw a lot while milling an opponent should be considered because it can win a game on the spot.

Your goal is usually just to load a Shudderwock up and relentlessly bounce disruption playing Okani or Lotheb numerous times and bouncing them and against spell decks (Druid, Priest, Rogue) you'll almost always want to pick spell --- chipping away at their resources.

This deck is a bit expensive, is a bit difficult to master but is fun to play.

I am somewhere around Legend 1000 in wild just playing casually, which is kind of mid-legend.

Roffle Is Wrong

Roffle played against me and got triggered by the deck. 

He says Echoing Oozing is a terrible card -- but this deck does not want another murloc (so Twin-tin Fin Twin is not an option) and Saronite Chain Gang is too slow and at 4 mana is difficult to get on the board in an aggro matchup --- but Echoing Ooze fits easily into a turn and can help fight aggro like 1 health Pirate Rogue minions.

An opponent facing 2 fully loaded Shudderwocks with Lotheb and multiple Okani battlecries is going to be hard for an opponent because it will cancel a minion and a spell and the spells will cost a lot.  And much of the time, the Shudderwock froze the board.

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Removed sandstorm elemental and Spice Bread Bsker.
Added Scalding Geyser and Diligent Notetaker.  Scalding Geyser especially helps for knowing what cards are at bottom of deck for planning.

These changes made the deck draw better while increasing resources available and flexibility.

Special Note: Zephyrs will offer Mukla if an opponent has 9 cards and you have 3 mana, so just one more disruptive tool against Combo Rogues, Warlocks, Druids.

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Final update:

Investment Opportunity, Ancestral Knowledge, Peasant, Canal Slogger and Zul'Drak are in.

The draw was the main deck weakness.  That problem is resolved and the deck is stronger for it.

Investment Opportunity will draw Ancestral Knowledge, Lightning Bloom or Canal Slogger, providing a chance for a chain drawing or a chance for immediate rush/lifesteal removal.

Peasant because this deck needed another 1 drop and Peasant is a solid opener -- against classes with no 2-mana removal like Paladin, it will get cards.  And it is annoying enough a Warlock may stop tapping and play some cards, I've had a Pirate Rogue coin 1/1 weapon to kill it.

 

The Zultrak ruins Warlock/Priest res pools for Raise Dead while offering the option of buffing your Snowfall Guardian on 10 mana an potentially board-locking your opponent and then freezing.  If played on a full board, the Battlecry does noting --- and typcally the random minions are harmless  Zuldrak then a freeze is often game winning.  Some of he random 1 drops can help mill (Runic egg, peasant). .