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Bloodied Pilots: Shaman's Token Zoo

  • Last updated Dec 23, 2014 (GvG Launch)
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Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3820
  • Dust Needed: Loading Collection
  • Created: 12/19/2014 (GvG Launch)
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  • Total Deck Rating

    66

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With Gobilns vs. Gnomes bringing the pilot cards, Piloted Shredder and Piloted Sky Golem, I thought that Shaman might be able to do a better "token" deck than the Druids attempting the same archetype.

The deck plays a lot like zoo, running a grand total of six spells, with the creature suite designed to trade well and ideally trade up.  The fact that each and every "pilot" creature (new and old) gets you a two-for one really helps this happen.  Similarly, once your board presence is full of totems and pilots you can pop off a Bloodlust for the game with relative ease.

Card by card analysis:

Rockbiter Weapon: Early game removal, or a means to trade up your smaller minions for the opponents bigger ones.  Efficient, powerful, good.

Abusive Sergeant: The name of the game is value, and this guy is that and more.  +2 attack is often enough to get a good trade, and it is always better if you are cracking open a Nerubian Egg.

Undertaker: The best one drop in the game if your deck can support it, and this deck most certainly can.  Worst case scenario: your opponent burns removal on it, and you are still not unhappy.

Dire Wolf Alpha: Much like the above Sergeant, this card helps you trade well when you need it, though spreading around two +1s is often more valuable than a one shot +2.  Don't leave home without him.

Flametongue Totem: Did someone mention value?  I did.  It was me.

Haunted Creeper: Our first "pilot," 3/4 stats spread over three bodies.  Trades well, is fairly hard to deal with, and presents the opponent with very few good choices.  I'll take two.

Nerubian Egg: A card left on the cutting room floor all too often, but this deck has a multitude of ways to help crack this egg open (usually trading with an opponents minion in the process) often making this lovely omelette terribly delicious.

Hex: Hard removal is a necessary evil, and a 0/1 taunt is particularly easy to deal with when you have a well stocked board.  Hint: This decks board should always be stocked.

Harvest Golem: Our third "pilot," this time 4/4 stats spread over two bodies. Perfectly fine at three mana, and the best available for this deck.

Baron Rivendare:  Low attack and high health help this guy stick around, though you should really only be playing him when you are expecting to trade a "pilot" in for value.  Suddenly you get a free co-pilot!  If he stays on the board, even his small 1/7 statline helps him Bloodlust like a boss... Baron?  Baron Boss?

Defender of Argus: This deck needs some taunts, and often has plenty of bodies just laying around on the board.  The defender helps things along nicely, spreading around a good bonus, taunting things up, and ringing the familiar "My shield for Argus!" cry repeatedly.  You will be hearing that a lot.

Jeeves: Only as a 1-of right now, since you rarely want two.  This deck needs some card draw, and my man Jeeves gets the cards when you need them: when your hand is empty.  Much like the good Baron, Jeeves often joins in for the alpha strike, and has the insidious bonus of giving your opponents cards.  "Why should I destroy Jeeves, he is helping me!" They cry, before they die.

Piloted Shredder: Half the decks namesake, and with good reason.  Solid enough stats at 4/3, and his random pilot is pretty much pure value.  Sure, occasionally you'll see a Doomsayer and may be sad (though of the three times I've seen him (yes, three) he only cost me the game once.  Most of the time you'll be perfectly happy with what joins the fray!

Bloodlust: The other half of the decks namesake, and the primary win condition.  Fill your board with "pilots" and totems, play bloodlust, win.  Might be better as a 1-of, but you really want to draw it.  When you do, you often just win on the spot.

Sludge Belcher: The decks second source of taunt, who leaves behind a slimy little "pilot" of his own.  Very solid card in its own right, and does both an excellent job of gumming up the board and protecting your smaller minions before you Bloodlust.

Cairne Bloodhoof: A 4/5 that reliably drops a 4/5 on death, thats 8/10 total for six mana.  Absolutely amazing value.

Dr. Boom Drops some extra (explosive) friends when he enters the fray.  He provides some excellent reach, sports a total statline of 9/9 with his explosive friends, and presents a threat that must be dealt with.  Bonus point: his Boom Bots trigger Undertaker twice, giving some value to a late-game Undertaker.

Other Cards to Consider:

Reincarnate/Ancestral Spirit: Ways to double up on your deathrattles potentially have some value here, though I generally prefer just getting more value out of trades.

Whirling Zap-o-matic: The best aggro drop available for Shaman, and potentially high value here, doubly so if you want to try it with the next card!

Powermace: We run three (four if you include Boom Bots) very good mechs in the deck as it stands, with the potential to run both the Zap-o-matic and Piloted Sky Golem as well.  As removal goes the weapon is solid, and few things produce better value if you have mechs.  More than worth a shot.

Feral Spirit: Two bodies at a relatively low cost, and some added protective taunt.  4/6 combined statline technically beats out the Harvest Golem, though I'm not hugely fond of overload.

Lightning Storm: Sometimes the opponent is just a little better than you at populating their board.  This should help fix that.

Hogger: Gums up the board nicely and keeps spitting out problems for the opponent.  I do, however, believe he is a little too easy to deal with.

Piloted Sky Golem: Was originally in the deck, but the certainty of Cairne Bloodhoof and the power of Dr. Boom have made it hard to fit him in. The go-to budget option for the legendaries in the deck, however.

Troggzor the Earthinator: Often essentially has Deathrattle: Summon a Burly Rockjaw Trogg.  Which is perfectly fine, though at the moment I feel there are better options.

Kel'Thuzad: If I am going to put something at eight mana in a deck this aggressive, it had better pretty much win the game.  In a deck as good at trading as this one, however, Kel'Thuzad practically -does- straight up win the game.  Will be tested at some point, though for now I'm shying away from this high a drop.

Sneed's Old Shredder: Unlike Kel'Thuzad, this does not necessarily spell out a winning scenario.  Not really fond of 5 attack on an eight drop, to say nothing of the wild swings in effectiveness his pilot may bring.  It could be Kel'Thuzad!  Or Lorewalker Cho... its Cho isn't it?