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LoE Dragon Shaman

  • Last updated Dec 7, 2015 (Explorers)
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Wild

  • 15 Minions
  • 14 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6620
  • Dust Needed: Loading Collection
  • Created: 12/7/2015 (Explorers)
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  • Total Deck Rating

    15

View 17 other Decks by RavenDrinkingBeer
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Hello, shaman exclusive player. After dropping down to rank 17 from 12 using Mid-range and Heavy-Control shaman, I decided to switch to Dragon shaman. It's been doing much better and got me to rank 11, where it is now slowly climbing or just stuck there for day 6. All of the taunt minions help slow down all of these burst/OTK decks that are swarming the ladder.

 

I'll do a full writeup on this version of Dragon Shaman soon...

 

Matchup's:

  • Aggro Shaman - Very favored. 4x healing helps and as they don't have as large of a burst salvo as Face Hunter does. Once they run low on cards and you play a healing spell or 2 they have already lost.
  • Mid-Range Paladin - Favored. 5x Aoe's and 3x hard removal combined with heavy hitters is too much for them. Typically higher curved mid-range decks beat lower-curved. Losses occur however if they hit too hard with aggro and there is no AoE to hold them back. And/or if they curve out high threats like Dr Boom and Tirion without any Hexes. Always keep Hexes against Pally.
  • Secret-Paladin - Even, maybe favored. Depends on how they curve and what removals/hexes you have. Keep Earth Shock, great for removing buffs. Can be an easy game if they don't get a god hand as playing pally secrets is too ineffective against a heavier hitting control/upper-mid range deck.
  • Mid-Range Druid - 40%-50% win rate. The FoN/SR combo is the issue, but thankfully there are a lot of taunts in this deck to outlast. I am considering replacing some antique Healbots with Earth Elementals as 1 or 2 of those mess Mid-range Druid up (they have a hard time dealing with high HP threats).
  • Any-Handlock - Highly unfavored, maybe 20% win rate. You have to shake them up early game and finish them around turn 15. Otherwise they will out-value you too quickly via Lifetap. Only a bad Handlock player will lose to this deck once they establish control of the game.
  • Freeze mage - 50%...? Haven't played enough to establish + it really depends on what they have to generate damage. This deck has 4 healing cards, producing (2 * 8) + (2 * 14) = 44 health, with ability to possibly heal for more via Jeweled Scarab. However it depends on the heals that you draw.
  • Patron Warrior - Very favored. They posses very little threat and board clear's ruin them.Control Warrior - Very unfavored. Maybe 20% win-rate. It's just not possible to outlast them with Justicar Trueheart.
  • Dragon Priest - Highly favored. They posses no threat and are very easy to deal with since this deck has so much AoE. Hexes remove their Ysera pretty consistently.
    Tempo Mage - Favored, just watch out for burst damage. I feel that despite all the healing, they can still be a threat with burst damage. Keep your HP as high as possible and hope for Healing Wave draws.Face Hunter - Favored, thanks to 2x Healing Wave. But it depends on your draw RNG. However, it's hard not get at least one healing card by turn 7.