Master of the Elements
- Last updated Jan 1, 2015 (GvG Launch)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 10600
- Dust Needed: Loading Collection
- Created: 12/29/2014 (GvG Launch)
- modded
- Innkeeper Beta Test
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- 13
- 18
- 39
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Battle Tag:
modded#1309
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Region:
US
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Total Deck Rating
589
Hello everyone!
I've always been fond of the idea of a Control Shaman, but it wasn't until GvG that I thought it could actually be a viable idea.
Whilst most Shaman decks are midrange, this deck relies on controlling the board and then overwhelming your opponent in the late game with big threats.
Spell Removal
Earth Shock: Damage and Silence in one card that can be used for either effect or both.
Rockbiter Weapon: A great pump that allows totems to remove nasty threats and your hero to remove early problems like Undertaker.
Crackle: Cheap and efficient spot removal. The randomness of the damage doesn't detract from the upside since between Spell Damage and hero power totems, you can usually deal with any result.
Hex: This card is broken, period. Since we aren't relying as much on burst finishers, the Frog's taunt is mostly irrelevant. Being able to neutralize any threat, including those with nasty deathrattles like Sylvanas Windrunner and Tirion Fordring for only 3 mana in frankly quite absurd, it would be foolish for any Shaman to not run 2 of this.
Lightning Storm: AoE that comes out early enough to prevent your health total from taking a walloping, and can even deal with Shade of Naxxramas.
Minion-based Removal
Zombie Chow: This card is yet another tool in your deck to deal with aggressive decks, I don't run 2 since healing your opponent for 10 is quite undesirable if they're drawn late.
Acidic Swamp Ooze: Cheap weapon removal that isn't a tempo loss against weaponless decks. At 2 mana, it also comes out early enough to nix weapons like Eaglehorn Bow and Truesilver Champion.
Flametongue Totem: This guys lets you make some absurdly good trade, especially with your hero power totems.
Fire Elemental: This card is the whole reason Shamans avoid overloading on turn 5. A 5 mana ceature with a Lightning Bolt built in for only 6 mana is amazing card and mana value.
The Black Knight: There are enough taunts in the metagame to warrent this guy's inclusion, since he generates so much value. It also removes the otherwise painful Arcane Nullifier X-21.
Dr. Boom: Not only is it difficult to efficiently remove this guy and his friends, the randomness of the Boom Bots means that your opponent can't really play around them easily. Random means it can also take care of Stealthed or otherwise untargetable minions.
The other cards
Bloodmage Thalnos: Guaranteed and cheap Spell Damage that cycles itself, no reason not to run this guy.
Vitality Totem: A 2 drop that gives you at least 7 life when you drop it and can wildly snowball is quite frankly amazing effective and versatile. This card can single=handedly win you fatigue wars if it's the last card you play.
Feral Spirit: A card efficient board bulider and game slower, this card is always relevant.
Defender of Argus: A taunt creator and trade enhancer, this guy fits right into this deck.
Antique Healbot: Sometimes you'll stabilize but be low enough on health to die to any topdecked reach, this gives you another heal to help avoid that.
Azure Drake: Card draw, Spell Damage, and a body. What's not to like?
Loatheb: Control Shaman is the control deck most vulnerable to sweepers, and Loatheb prevents sweepers and other combos for a turn. It's a great board protection tool.
Sylvanas Windrunner: If you're going to be a control deck, you need something to fight other control decks. Enter Sylvanas, Mind Control with a body and a discount, all for a delay which we're certainly fine with.
Neptulon: Not from deck draw that all synergizes with each other? Hell yeah! This card lets you catch up if behind on cards without bringing you closer to fatigue, and even lets you become aggressive for a turn or 2.
Al'Akir the Windlord: This guy is to Shaman what Grommash Hellscream is to Warrior. Can be used for removal if you're behind, or a finisher if you're reaching for lethal.
Cards that didn't make it
Mana Tide Totem: With a more topheavy curve, card draw isn't as necessary, especially with the addition of Neptulon. This card just ends up cycling more often than not.
Reincarnate: Not enough combos to make it consistent, albeit in a future iteration (after some more expansions) it might be key card.
Sideboard
Ragnaros the Firelord > Dr. Boom.
This substitution is best against control matchups as it can deal with big threats for you, as well as break down their life total.
How to play this deck
Keep the opponent's board clear, and then overwhelm them with big taunts. Properly ascertaining what is in your opponent's deck is of critical importance, you'd better not waste a hex on a Siege Engine when Sylvanas Windrunner is about to be dropped.
Good luck and have fun! I'll update this deck as I find improvements!
this deck is useless, starts out late for a class that cant regenerate health
Vitality Totem and Antique Healbot not only exist but are in the deck, providing healing.
by the time you get to play those, youre at half health, to make it a bit better probably, 2 vit totems would be better and no card draw, so acolyte or mana tide should be in there, dont get me wrong i like the deck but for me, at least, its unplayable
I limit card draw for 2 reasons:
1. You have a lot of expensive minions, so the lack of draw doesn't bit as much. Control Warrior needs draw as some of its removal needs 2 cards such as Shield Block + Shield Slam.
2. Fatigue, by not drawing a ton you can even win fatigue wars against Control Mage and Control Warrior.
Is Al'Akir the Windlord + Rockbiter Weapon really necessary in a control shaman?
Grommash Hellscream is run in control warrior, it's an out if you can't win the resource war.
Also, Al'Akir the Windlord is great as spot removal/an emergency taunt in a pinch against aggressive decks.
What would make a good replacement for Nepulton/Windlord? I have every worthwhile neutral legendary.
Neptulon has no replacement, he wins you the card war giving you often a 3 for 1 at least. Just put something big there like Cairne.
Al'Akir is a finisher/emergency removal, so just throw Rag in if you didn't replace Dr. Boom with him. If you did, then maybe Alexstrasza, but that point you're missing a lot of what makes Shaman unique (the ability to easily win the card resource war).
After some more testing, I too approve of this change. ;)
I tried this deck for a bit and it is pretty much owned by all aggro and mid-range mech decks in meta. There is no early game (ohh wait, there is 1 Zombie Chow :) ) and when you only totem until turn 5 well most of the time you have already lost the game. Good try though..
It's much more of a tournament deck than a ladder deck, where aggro is much less prevalent.
How are you playing it? This deck CANNOT be played likee midrange Shaman if you wish to beat other Control decks.
You win by generating insane value per card, 2 and 3 for 1ing your opponent and starving them of answers.
Cards like Neptulon, Fire Elemental and TBK straight up give you extra value, whereas Sylvanas and Dr. Boom are extremely difficult to deal with efficiently.
I did very, VERY much tryings with similar decks previously since shaman is by far my favoourite class, but sadly, it doesnt work. :(
Most games you wont win in lategame control, but in out-tempo-ing your opponent. And then again you can just play midrange shaman.
On the other hand: If you take all those neutral cards and put them into a priest or druid deck, you'll have much more success. :(
In other words: control shaman works, but its just not as good as midrange/tempo shaman or control priest/druid/whatever
Damn, with a name like "master the elements" I was expecting to see all 3 elemental lords in the deck. On the real though, how does this deck fare against aggro? Or you know what, how does it fare in like every match-up? It's so different from what I'm used to that I can't even begin to make assumptions about match-ups.
Good stuff though, might give this a shot.