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Shaman Master Jouster

  • Last updated Sep 2, 2015 (TGT Launch)
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Wild

  • 8 Minions
  • 20 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 10620
  • Dust Needed: Loading Collection
  • Created: 8/28/2015 (TGT Launch)
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  • Battle Tag:

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  • Region:

    US

  • Total Deck Rating

    57

View 15 other Decks by Mhantra
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This is hilarious.  Who would have thought it would work?

 Basically, use all your shaman spells to stall and control their board.  As far as finishing, ideally start with Alextrasza to reduce HP to 15, then Rag, Armored Warhorse, spells you have leftover, whatever.   It is a control deck, sometimes you win by Boa Constricting them until they just quit.  Other times you trade punches, both staggering and whoever lands the last one wins.

If you alter deck, I wouldn't put any lower minions in it.  Oddly, I think only shaman can pull off a pure joust deck. 

Also, if anyone is interested, Krewger's removed an Armored Warhorse and Alexstrasza for Emperor Thorazine and Malygos.  I am testing it, and it deserves some attention, Emperor T can be pretty powerful in this deck!

 

Edit 8/29/15: Hints

Sometimes you need to take a few more shots, even rounds, to the face.  If you have heal in hand and are playing an agro or tempo deck without burst, try to lure him into over committing before wiping the board. 

If you don't have the beloved Lava Shock after a wipe, then sometimes, depending on the deck, Master Jouster on the back side of the Elemental Destruction can at least hold you through the overloaded turn. 

Against warriors and the like, those who will wait a while before playing minions, I will go ahead and use my Ancestor's Knowledge early, even turn 2.  If you know they aren't going to rush you, especially if you have an AOE in hand, then getting as many options in your hand is helpful. 

Mulligans are tough, I would have to put some real thought into this if I was ever to make a guide.  Generally speaking though, hex, and AK seem useful for control.  Midrange and tempo/agro I keep LB, Ferals, and especially ED. 

Don't laugh at Skeleton Knight.  Against some decks he is key.  He does 7 damage, so any deck that doesn't want to keep trading minions will get his face pounded.  Then again, if he kills it and you can drop it again...my record is 5 times against a priest.  He used both SW:D, his Rend Blackhand and I killed off two minions on my turn.  He was right in trying to win the joust against it, it was wrecking him.    

Don't be in a hurry to kill the charged hammer with doomhammer, only if it is just plain, the right move to get better board control or for lethal  It is great as a "DoT" effect, essentially, and sometimes you can kill time by them attacking your totems.   That 2 dmg can sure finish out a game in late game.

It isn't terribly uncommon to have Alexstrasza or another large minion like Dr Boom sitting on the board representing lethal, but behind some taunts, like against druid.   Well, Your big minion survives the Elemental Destruction that clears the taunts.

 Edit 9/1 

Wow there are a lot of pallies!  Because of this I added another earth shock.  They really, REALLY mess with pally secrets. I had to remove an armored warhorse, though I will miss that 5 dmg charge for removal and/or face.  The earth shock also lets you pass taunts for lethal.