[BRM] Midrange Overload Shaman
- Last updated May 1, 2015 (Blackrock Launch)
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Wild
- 17 Minions
- 12 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4600
- Dust Needed: Loading Collection
- Created: 4/24/2015 (Blackrock Launch)
- airbass0
- Registered User
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- 5
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- 17
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Total Deck Rating
780
First of all, thank you all for supporting and helping to develop my Mill Rogue deck. I'm really glad that you enjoyed it so far. I'm really unhappy that Shaman decks are very rare and I tried to create a solid Shaman deck which you can climbing the ladder comfortably.
We have finally had the last Shaman card of BRM which is Fireguard Destroyer. It is an amazing card which fills the 4 mana gap of Shaman perfectly. Because of being a 4 drop, it also has a very good synergy with Unbound Elemental which seems to be a better 3 drop now for Harvest Golem with Fireguard Destroyer and Lava Shock.
This deck is similar to the old midrange Shaman decks and I think you are familiar about the general playstyle. However, now you should be more carreful about planning your turns because you should also consider Lava Shock on your turns. It allows you some extra moves if used wisely. Of course, it hasn't tested in detailed jet, but I found this deck very solid by now. Let's discuss some cards,
I can predict some questions already and try to answer it right now. I didn't add Earth Elemental because of the two reasons. First of all it can be easily destroyed by BGH you can't rely on a taunt that can be destroyed by one of the most common meta cards. If you want to use it as a tempo swing, you are really looking at the wrong side, because of the 3 mana overload and BGH again. You have lots of overload cards to use with Lava Shock already. 2 Lava Shocks can't be enough in a deck with 7-8 cards with 2-3 overloads. It's also a 2 mana card, mostly you don't gain mana you gain tempo.
I also think people might ask about Doomhammer. I saw that Harrison Jones is being played lesser and you can use Doomhammer before a final hit. It can also burst your opponent and help you to control the board. So I find Doomhammer more useful than Al'Akir. You should still consider Harrison Jones if you are suspecting that your opponent might run it (ex. control Warrior). If this is the case, you should keep it in your hand until lethal if you don't have to use it. It's also 5 mana and you can remove the overload effect. In some uncommon cases, you can also buff unbound elemental with it. If you still don't want to use it, just replace it with Al'Akir it should be fine.
MULLIGAN GUIDE
- Aggro/Rush (Face Hunter, Mech Mage etc.) : Keep rockbiter, earthshock, feral spirit, haunted creeper, lightning storm. Against hunters, also keep healbot or argus. If it is face hunter (%70-80 it is) also KEEP LAVA SHOCK because it can kill almost all of the face hunter minions without taking face damage or overload. Don't hesitate to use it, it's a removal too.
- Zoo/Tempo/Midrange(except Druid)/Any Pally: Search for early game board control cards, low mana minions or AoE like rockbiter, feral spirit, haunted creeper, unbound elemental, lightning storm, fireguard destroyer(if you have coin) and most of the cases earthshock.
- Control/Combo Druid: You should build a good board against these opponents but you don't need much removal or AoE this time. Keep fireguard destroyer(if you have coin), unbound, haunted creeper, feral spirit, earth shock, rockbiter (in order to get a favorable trade and gain tempo on turn 3-5, if your draws are really shitty it's up to you to take the risk and drop this one too.). Against Druids you may keep 1 Hex or Crackle if your other draws are good enough (in case of an innervate + something big on early turns).
* Important Notes: These things above are not strict rules you should also think about your gameplan, mana curve, combos etc. For ex. If you have haunted creeper and flametongue totem you should think about to keep both. Another ex. if you have feral spirit and lava shock you may keep them as well.
Thanks FailCraft for this amazing guide video, check it out:
if you dont have neptulon tou have no bgh targets so because of that chromaggus could be better than nefarian
Dr. Boom
i didnt see him. lol
In my opinion I would craft Dr. Boom as he has more synergy with other decks you might want to play later on.
nice is this.
Very nice Deck.
But I swapped Chromagus for Neptulon and Vitality Totem for Healbot and one Knife Juggler for one Creeper. Workes very fine at the moment.
a 4 mana threat for Big Game Hunter (BGH) is very good, you can then just Dr. Boom or Neptulon without any counter in the lategame, which is huge value. You do also run two Fireguard Destroyer's, if the one dies, you do still have a chance getting another one. I think the card is very good.
And yes, Fireguard Destroyer is very useful, considering crafting him in golden :)
I crafted him in golden, with golden unbounds, the bling is real
Agreed, it's also common, which makes the card "only" cost 400 dust each (800 dust for two), i would rather craft this in golden than any other class card in the game. - At the moment that is.
And may the card serve you well :)
I have been playing with Mid-Range Hunter lately and this Shaman deck is so fun. I have a decent win rate with it but most importantly, it is really fun to play. Did I mention how fun it is?
I play this deck and seem to do ok. I replaced a doomhammer for a argent commander and that is working great as well a zombie chow for a lava shock. I feel that lava shock is not that powerful and usually just use it as 2 mana 2 damage and rarely pull off the overload
How is chromaggus working out? I don't have neptulon either.
I really enjoy the idea of this deck. That being said I just can't navigate it against the rush of afternoon priests and stronger control match ups. more often than not lava breaker isn't applicable and I spend the entire game playing catchup. I've won against the face hunter, mech Mage rarely stands a chance But for everything inbetween it feels like a slow uphill battle with no board presence.
I've been running a very similar deck and I've been very strong in lots of different match-ups. Control decks seem to generally be pretty easy matchups for me. I just seem to get going faster than them and my threats are too big for them to counter and I have more answers than they do late game. I'll admit I have not run into priest match-ups often at all, but if I see them so rarely I don't really care if it's unfavorable.
Mech-mage is generally a fight I win. It's very dependent on their draws. You play a little different for it. A hex on a smaller threat at the right time is often a great move. Their mid-range drops can be countered by yours. Before long they are stuck on top-decking. Mulligan aggresively for wolves and lightning storms and you should be ok. Flametongue/Haunted creeper is nice to keep if it winds up in your hand.
Any solid replacements for Neptulon?
Boom.
I've played 3 games with this deck and so far I enjoy it. I'm 2-1, both wins coming against handlocks, very easily of course. But before I even tried it I swapped out an antique healbot and defender of argus for Sylvanas and Emperor Thaurissan. I have yet to draw a lava shock but so far it seems as though it'll be pretty strong against control decks.
with these changes youre gonna losa to every single face hunter deck.
i cant tell you how often defender of argus or antique healbot saved my life vs hunter and made it an easy win because they simply ran out of cards while i always have 2 strong minions on the field and way over 10life.
also, thaurrisan is totaly overdoing it in this deck. he doesnt offer anything to the board except a 5/5 body and most of the time if you play fast and waste your cards, he will get to buff nothing, and even if, i find myself having plenty of mana for every turn. you should even consider taking out 1 lava shock if you wanna play sylvanas.
playing the same list except 1x lava shock and 1x sylvanas at rank 6.
the pressure and versatility this deck can have is insane. one time you just burst your opponent down, the next game you draw so many cards trough a cleverly placed mana tide totem + big minion and the game just get out of hands and you can even go into fatigue duels.
i still find myself doing bad plays, i tend to hold unto my bigger minions too much, you need to find the right balance of what to play and when to clear board or go face.
edit: also, dont waste your unbound elementals. its not always wise to play turn 2 creeper into turn 3 unbound, even if its tempting. most of the time, if youre not facing face decks its safer to totem up first and keep your creepers for board presence later and your unbound for combos.
Nozdormu