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[TGT] Shaman Joust Lock - 70% win-rate

  • Last updated Sep 14, 2015 (TGT Launch)
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Wild

  • 12 Minions
  • 17 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6840
  • Dust Needed: Loading Collection
  • Created: 9/9/2015 (TGT Launch)
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  • Total Deck Rating

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So we have reached 20+ votes, thank you all very much! As promised I will try to make an in-depth strategy guide on how this deck should be played.

First of all I'd like to say that this deck is not your standard type of deck and has a unique play style. Comparing it to other decks is quite hard. I think it can be best described as something between Handlock and Freeze.

If you, like me, like to play something different than all those standard meta decks, I suggest you give this a try!

 

Introduction

My name is Broeck and I just made an account on this site to share my new deck. I reach rank 5 to 1 every season (unfortunately never got to legend yet) and mostly play control, midrange or handlock type of decks. This deck has got me a win-rate of about 70% in the first 30 ranked games. I am not going to argue that it is the best deck possible, but it is extremely fun and works very well.

Some new TGT cards for Shaman have inspired me to build this deck. Also, the bonus the joust mechanic provides can be really good and works perfectly in this strategy. Healing Wave in particular is extremely good. 

This deck works best against aggro because they just don't have an answer for so many Taunt minions and removal Spells. Also, healing up 14 usually is a win versus aggro in itself. Other tempo or hybrid strategies aren't to hard to beat either. More difficult decks to face are control decks. Hardest match by far is Combo Druid, because your critical HP-level is much higher than 10. Not impossible to beat but does require an good card draw and winning Jousts.

 

Key element to take into account when playing this deck

  • Overload. There is a lot, and I mean a LOT, of overload here. It helps you in clearing the board early game, but can also block your plays next turn. Make sure to calculate your plays 2 turns ahead and only play Lava Shock when absolutely necessary (otherwise, save it for the right moment).
  • Timing. This deck is all about timing. Time your removal spells, time your giants, time your overload. Your don't want to play your removal spells too early, or else you'll get overrun the next turn. You don't want to play them too late, because you'll risk losing too much HP. You don't want to play your giants too early because you'll risk losing them to your opponents spells. You don't want to play them too late because you have to get some damage too your opponents face at some point in time. Finding the right timing for this deck really takes practice, give it time. 
  • Know your opponents deck. When you know your opponents deck, you'll find the right spots for your spells. For this reason you'll know when to play a board clear and on which minions too play Hex. Also, knowing your opponents spells, will give you the info you need about finding a save moment to play giants etc.

 

Overall strategy

Phase one: Stall and Destroy
In Joust Lock you will find a lot of removal spells and Taunt-minions. In total you'll see 3 Silence/Transform spells, 6 single target spells (dealing 14-20 damage total ex Spelldamage),  3 full board spells (dealing 8-11 damage ex Spelldamage) and 7-10 Taunt minions. These cards are all focused on stalling the game and destroying your opponents minions. During this phase its all about defense, hold your opponent off as long as possible. Also, try to lure your opponent into overcommitting the board when you have board clear in hand (your wouldn't believe how many times my opponent says 'Well played' on turn 5 or 6, thinking he has sealed the deal with his "board control", right before I destroy everything he has got). Very important during this phase is to calculate your mana for the next two turns, taking into account your Overload.

Phase two: Giants and Healing
Ideally, by turn 10 to 12 your HP should be somewhere between 8 and 13, your opponents board is as good as empty and he has only got 2 or 3 cards in hand. Now its time to play your giants and heal up. You are going to win your Jousts 9 out of 10 times. Healing up a cheap 14 HP is an insane swing. It is very important to keep track of the removal spells your opponent has played. If you are unsure whether he has got another removal spell in hand don't overcommit your giants here; just play one, it is enough in gaining control by itself. If your are certain he doesn't have any removals left, you can choose to play two giants, followed by healing up. Furthermore, you could try to protect your giants with Taunt minions. 

Phase three: Alex and Face
So now you have gained control, it is time to go for the kill. Alexstrasza can do half the work and the giants do the rest. If you don't have Alex in hand, don't worry, just make sure to defend your giants with with Taunt minions and spells and hit your opponent in the face a few times. Optimal scenario here is obviously the OTK with Alex and two giants. Managed to play this combo a few times already. In Hearthstone, what's more satisfying than a beautiful OTK from 30 HP?

 

Strategy and Mulligan, Card by Card.

Earth Shock
This card can be useful in a lot of ways. Versus aggro it is mainly good for deathrattle minions like Leper Gnome or Mad Scientist. Versus control it can be used in to silence Taunt minions to give your giants the opportunity to go face. Don't forget that is can also be useful to silence your own minions! (best example is silencing your Molten Giant when its targeted by Elder Peacekeeper). 
- Why only one? Simple, with two Hex in your deck, one is just enough.
- Mulligan strategy: always keep against aggro, never keep against control.
- Alternative card: Ironbeak Owl

Lightning Bolt
Mainly included because two Crackles just isn't enough here. It is good for single target kills and can make just the difference in getting lethal.
- Why only one? Crackle are the real single target removal spells here, no need for adding another Lightning Bolt.
- Mulligan strategy: always keep against aggro, you might want to keep it against Priests (because of the Dragon decks having rather high defensive minions), don't keep it against other control decks. 
- Alternative card: Rockbiter Weapon

Crackle
Most important single target spell as stated above. Can be really frustrating as well, because RNG is going to be bad sometimes. Try to target minions that provide at least 75% chance of being killed, the risk of wasting your Crackle is too big when its 50% or lower. Wasting a Crackle can be huge sometimes.
- Why two? No question here.
- Mulligan strategy: always keep against all decks.
- Alternative card: No card really. Lightning Bolt and Lava Burst are weaker options.

Lava Shock
Vital to this deck. As mentioned earlier, make sure you time this card right. You will have far more Overload than Lava Shock can remove, so pick the right spots. Try to play it after Elemental Destruction or Earth Elemental. Other than that, this card can also make a difference in killing a minion (and can even go face). This card has helped me recover from wasted Crackles too.
- Why two? Yeah..
- Mulligan strategy: Always keep.
- Alternative card: None.

Ancestral Knowledge
Really helps in finding the cards you need. I suggest only playing it when you can handle the Overload next turn or when you try to find a card. Because its relatively cheap it can usually be played the same turn as the card you were looking for :)
- Why two? Getting the right cards is important. You could try only using one because there are two Azure Drakes for card draw as well. I still think having two is really good, it has helped me a lot so far.
- Mulligan strategy. Never keep, its always nice to have one, but I don't play it early game. If you happen to get it in your starting hand, make sure not to play it on turn 2 because it freezes your turn 3.
- Alternative card: None really. Loot Hoarder messes up your Joust game too much. You could try Bloodmage Thalnos because of the added spelldamage. But I don't like the idea of losing the Joust because of it.

Elemental Destruction
One of the cards this deck lives on. The damage it does is amazing and usually your opponent doesn't see it coming (don't think a lot of Shaman decks use this card so far). It is a bit expensive because of the high Overload. Try to play it with Lava Shock or else make sure to take into account your mana for next turn and your possibilities with it.
- Why only one? Main reason: I don't have two. I think adding another would be a great choice, although it does increase your Overload in your deck with another five.
- Mulligan strategy: never keep against aggro, always keep against control.
- Alternative cards: none

Feral Spirit
Another vital card. It adds two Taunt minions and it doesn't mess with your Jousts. Against aggro, it can win you the game by itself. It stalls your opponents game just too much for him too push on his game. Against control I use it mainly as guards for my giants. Absolute must have.
- Why two? See above.
- Mulligan strategy: always keep against aggro, never keep against control.
- Alternative card: Sludge Belcher

 

Too be continued.... (for those that have read earlier versions: I am bad at keeping promises, but hey don't judge! I work 50-60 hours a week :p)