Next Level Totems (GRAND TOURNEY)
- Last updated Jul 30, 2015 (Blackrock Launch)
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Wild
- 20 Minions
- 9 Spells
- 1 Weapon
- Deck Type: Theorycraft
- Deck Archetype: Unknown
- Crafting Cost: 3300
- Dust Needed: Loading Collection
- Created: 7/23/2015 (Blackrock Launch)
- wingsofwaxiii
- Deck Architect
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- 16
- 23
- 60
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Battle Tag:
WingsOfWax
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Region:
US
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Total Deck Rating
7351
I'm still not a fan of playing Totemic Might and Vitality Totem even if the deck is focused around Totem synergy. I just refuse to play circumstantial and mediocre cards unless better aggressive or sturdy body totems pop up in this new set.
Frost Giant is solid, but still doesn't come down until after turn 6 or 7. If we were looking for a Giant I'd probably be more interested in Sea Giant since against an opposing aggressive deck, you could get him down as early as turn 4. Frost Giant is not awful, but I'm not sure he fits into this deck (or any deck for that matter).
A lot of lists were playing Bloodlust already before Grand Tournament, but now I feel that slot can be filled with Thunder Bluff Valiant instead to give you a Minion in a pinch or give you that pseudo Bloodlust effect to your totems on board (permanently). Playing too many Thunder Bluffs starts to make the deck inconsistent since you can't always guarantee totems on the board (mostly due to how fragile totems tend to be). I do how ever still like having a single copy in this list for huge damage swings late in the game.
The Meta we are in (and probably the one we are about to be in after Grand Tourney) will still be aggro and patron combo oriented since those are the most consistent decks at the moment. Having 2x Feral Spirits helps your hero power totems and Mana Tide Totems survive long enough to generate you some value all while protecting your life total.
Edit #1 -
If Draenei Totemcarver is not consistent, Piloted Shredders would work out in place of these. For now I'd rather test the Totemcarvers for the first day or two of TGT release and see how they pan out rather than dismiss them right away.
I could see cutting down to 1x Feral Spirits, but I don't like removing them from the deck completely. There is a lot of merit to having Feral Spirits vs Aggro decks like Aggro Paladin and Face Hunter. A 2nd Earth Shock or another large minion (like Neptulon if there's a lot of control) could show promise.
Everything else in this deck feels mostly vouched for, but feel free to chime in and share your opinion! Please be constructive instead of trollish!
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Burst Rogue (1480 Dust) - http://www.hearthpwn.com/decks/263019-burst-rogue-legend-grinder-race-hunters
Budget Oil Rogue (1900 Dust) - http://www.hearthpwn.com/decks/263606-budget-oil-legend-grinder-guide-videos
Budget Zad + Combo Druid (1900 Dust) - http://www.hearthpwn.com/decks/267369-budget-zad-combo-legendary-druid-guide
Budget Zoolock Warlock (1340 Dust) - http://www.hearthpwn.com/decks/267487-budget-zoolock-aggro-legend-grinder-guide
Budget Control Priest (1400 Dust) - http://www.hearthpwn.com/decks/270038-budget-control-priest-legend-grinder-guide
Budget Hybrid Hunter (1080 Dust) - http://www.hearthpwn.com/decks/270052-budget-hybrid-hunter-legend-grinders-guide
Budget Aggro Paladin (1820 Dust) - http://www.hearthpwn.com/decks/270278-budget-aggro-paladin-aggrodin-legend-grinder
Budget Mech Shaman (1580 Dust) - http://www.hearthpwn.com/decks/270317-budget-mech-shaman-legend-grinder-guide
Budget SMOrc Warrior (920 Dust) - http://www.hearthpwn.com/decks/271749-budget-smorc-warrior-legend-grinder-guide
Budget Mech Mage (1360 Dust) - http://www.hearthpwn.com/decks/272893-budget-mech-mage-legend-grinder-guide
Budget Tempo Mage (1200 Dust) - http://www.hearthpwn.com/decks/272918-budget-tempo-mage-legend-grinder-guide
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Thank you for checking out this deck and I hope it works well for you,
-Wings
I don't hate the new Shaman Legend. He's not all that bad and may have a fit in a list like this, but I don't think cutting Dr Boom is the right choice because Boom is incredibly powerful. Maybe this would take the slot from axing the 2nd Sludge Belcher.
Justicar Trueheart can fit in shaman rly cool, dont you think? in place of mana tide or nerubian egg
I believe Justicar should be classified as a pseudo-bomb which isn't quite the same as the two cards mentioned. Mana Tide generates card advantage to give you a late game plan getting plenty of spells to out pace your opponent. Nerubian Egg is an early minion that has a lot of synergy and is high impact in the early to mid game.
I'd honestly want to cut a Sludge Belcher from this list to fit the Jusitcar since Belcher isn't all that necessary nor wonderful with 2x Defender of Argus.
Oh, thats why im bad in decks constructing. Btw thank you for explaining and especially for deck, ill probably try it after patch cause shaman is one of my favorite classes :)
How about new Argent Watchman instead of Nerubian Egg?
This way, even if we forced to use HP on turns 2/3/4 due to overload, we still have 2 attack minimum minion on board. And if not, then we got a decent body for Defender of Argus.
Also, I think that it is possible to include one Ancestral Healing instead of Feral Spirit, mostly for Draenei Earthcarvers and Thunder Fen Creeper.
I don't mind the direction of Argent Watchman and could definitely see it being beneficial. However the power of the 4/4 Nerubian is quite strong too.
Ancestral Healing is awful considering there's not clear combo for it. There are not enough minions to gain full value nor do I want to add any minions to create such a combo. Also it becomes another card similar to Totemic Might, which would be conditional and mediocre.
On a side note, I just fell in love with Gadgetzan Jouster -- no downsides of Eggs or Watchmen, opponent deck type reveal, etc.
A 1 mana 2/3 vs Aggro decks seems good, but then against opposing control decks your looking at a 1 mana 1/1 most of the time. Not sold on this guy as of yet. but he's an interesting card.
I think you are taking the wrong direction with this. Your curve looks good on paper, but is bad if you consider overloads. You only actually have 1 card that is a strong play on 3, with a whole bunch of late game 3 drops. And totemcarver isn't much better than frostwolf warlord, which has never been good in constructed.
Overall, tuskar totemic is strong, and totem golem might be strong (it remains to be seen if it messes up the curve too much), but we haven't seen enough to build a good totem deck yet. A better approach is to take a more standard midrange shaman and mix in some of the new cards.
I've always liked shaman cause its under played. t.t
Totem Golem and Tuskarr Totemic are fine and obvious additions to the Midrange Shaman.
I don't agree with several things though.
You seem to be willing to play Thunder Bluff Valiant on a board full of totems. If you are planning on playing it to buff your totems for 7 mana for "huge damage swings", I think you might as well play Bloodlust for cheaper and bigger damage swings. This as been stated numerous times on the forums : Thunder Bluff Valiant is meant to be played on turn 5, even on an empty board. It is a virtual threat with 6 health on turn 5. If it sticks then it can get more value than a Bloodlust or the paladin's Quartermaster.
Draenei Totemcarvers make this deck feels like a midrange shaman with some sort of situational Frostwolf Warlord in the spot of Piloted Shredders.
I like the Thunder Bluff because of his versatility. He may require a little more work than a Bloodlust, but having a body and the potential of a constant high impact inspire effect sounds way to good to pass on.
The Totemcarvers on the other hand are mostly there to just test out for now. I do think people are underrating this card a bit because of the inclusion of Totem Golem being able to protect your T3 Totem. There will be a bunch of totems in this deck between your Hero Power and just cards in the deck, so making the Totemcarver a 6/6 or larger sounds pretty reasonable against most midrange or control strategies. If he doesn't work out all that well, a Piloted Shredder would work just fine in this slot.
If Totemcarver needs a T2 Totem Golem to survive until turn 4 with a passive turn 3 to be a 6/6, it seems to be too unreliable for a simple 6/6 while, in average, Piloted Shredder is a 4/3+1.88/2.45 (total 5.88/5.45) with the upside of being immune to one-shot hits. 6 attack on 4 is an eventual counter to Maiden of the Lake but if you need your board to be already a 3 attack Totem Golem, you're already contesting with a simple Rockbiter.
Later stages of the game, I think it is more or less a Frostwolf Warlord. On an empty board, it's not strong unless you play it along some minions. Best case is Tuskarr Totemic or Feral Spirit. Those cases, Frostwolf Warlord is stronger. If your board is totems only you gain 1 mana by playing Totemcarver, which isn't that important in later stages, if you have one minion that isn't a totem on board, it's equivalent to Warlord. If you have more than one minion that isn't a totem, Warlord is better.
On my first try with Totem Shaman, I put Totemcarver in because it felt pertinent. Yet, Frostwolf Warlord would also be pertinent in zoo. For those reasons, I'm now absolutely underwhelmed by Totemcarver.
Al'Akir is a solid card, but is not necessary as a win condition. It's much more feasible for a Doomhammer to close out a game because it comes down on t5 and if undisputed will be at least 10 points of damage while also giving you the option of Rockbiter combo without a ton of mana investment.
In most of the Shaman Midrange/Control decks, Al'Akir was cut because you don't need him to win your games and it was much better to focus on board control and killing your opponent with a swarm of totems than having a single slot dedicated to closing out games. I would honestly rather run a 2nd copy of Thunder Bluff Valiant over Al'Akir for this reason alone.
If this deck struggles against control strategies, a Neptulon might be viable however from the card advantage alone.
Good luck and grind on,
-Wings
This deck hyped me about tgt. Upvoted man great work.
I know the feeling. We're so close to a viable Midrange/Control Shaman deck...I can smell it. O.O
Also thank you for the upvote!
The Bloodlust wasn't included because it was replaced by Thunder Bluff Valiant. It's almost the same effect, but is much more consistent and versatile. Being a minion as well as having a pseudo Bloodlust effect for inspire seems worthy enough to cut Bloodlust for this guy.
Don't think there will be place for [card]Draenei Totemcarver[/card].
The Totemcarver could be easily replaced with any 4-drop. I just figured this would be the perfect way to test out Totemcarver and see if he's good enough. With Totem Golem in the deck, making a 4-mana 6/6 seems not very far out of reach.
I'm not too sure about [card]Draenei Totemcarver[/card], I think Fireguard Destroyer is a better choice.
I'm pretty excited about Thunder Bluff Valiant, maybe even pairing it with turn 6 Justicar Trueheart into Valiant + Hero Power.