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deathrattle mech windfury shaman

  • Last updated Jan 9, 2015 (GvG Launch)
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Wild

  • 22 Minions
  • 5 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3000
  • Dust Needed: Loading Collection
  • Created: 1/9/2015 (GvG Launch)
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  • Total Deck Rating

    12

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been trying this deck out, and right now it currently lacks the hex and second lightning storm most decks run, but it's been working well regardless, using the undertaker opening game with all the replacer death rattles, making my field just always be there, it takes so many trades and AoEs to even keep the deck in check, that any deck slower than me generally gets overwhelmed. using the mechs allows for the powermace to be useful still, and allows me to smack taunts to keep breaking through and putting my opponent on the backstep all game.

the windfury monsters are my win conditions for big swings of damage, enerally having one on the field successfully hit double face can end the game right there, making it impossible for the opponent to win unless they already have lethal, and this deck can field control very effectively, making that an unlikely situation for any deck but Zoo.

the attack buffers play double duty in this deck the flametongues and rockbiters letting my replace rattle minons trade high and drop their leftovers, as well as make the windfury hits all the more damaging. I actually needed the attack buffers so often, that I put in abusive sergeant as rockbiters 3&4, that also happens to leave a body. it is extremely satisfying to drop akir with a rockbiter and sergeant and swing for 16 without prep, and the consistent poke damage all game usually puts them in the 15-20 health range, enough for a shaman burst play to finish it

it needs some work, but otherwise feels very strong, does anyone have any suggestions?