Elise Doom Shaman
- Last updated Dec 13, 2015 (Explorers)
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Wild
- 19 Minions
- 10 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 9040
- Dust Needed: Loading Collection
- Created: 12/11/2015 (Explorers)
- DarkTycon
- Registered User
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- 7
- 20
- 47
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
113
Stall early game with doomsayer, deathlord and aoe. You have 2 BGH and 2 Hexes for removal on large single targets, 2 BGH is imo amazing since Dr. Boom is in almost every deck and often times either buffs, hand lock, dragons, rafaam and MC with avenge. Since you run 2 you don't have to feel bad playing a tempo BGH with a bad Hand.
The best part about having so many situational cards aimed to stall is in the control mirror you can just transform your Doomsayers, DeathLords and Elemental Destructions into legendaries. Neptulon adds value and best of all gives you 4 murlocs to transform into legendaries should need to hold them. So many times i'll be stuck with finley when i have jolt or cold lights that I can't play now finally not wasting hand space.
Charged Hammer offers continued value even though Golden money either as a weapon or as a justicar mage hero pwoer for board control.
2 Healing waves should carry you enough but 1 antique heal bot helps (also works with scarab power mace as well as dr. boom)
Drakes + Bloodmage for draw and spell power reach (great for lava shock too).
While the deck lacks silence it's hard to open a slot for ES as it doesn't get too much value by itself, you have hex for silences.
Scarab is amazing and allows you to curve play on 3 even with a hand full of reactionary cards.
Elise is your win condition outside of fatigue, the 3/5 for 4 on curve is fine to vs aggro.
-Replaced Fire Elementals for Earth Elementals for Aggro match up and for 5 drops on ele desto plays as well as lava shock
This is a cool deck but I lose so many healing wave jousts it's absurd. Maybe i'm using it wrong but 2 healing waves seems like a bit much for a deck with a lot of low mana minions. You have 2 minions over 5 mana and that's it. Maybe another healbot would be better? or, *gasp* a vitality totem? lol prob not
its basically a cheap heal bot when u think about it but its still not good as u dont get the body on the board as u do with bot
What is this deck's matchup against control warrior like? I am trying to make a similar deck that beats it and I found that if I can make it to fatigue, Elise is the win condition as she cycles the un-usable cards into legendaries. Basically it's like a counter to the Justicarr over-armor that CW has been beating other control decks with I find.
I did play one game against a CW and got the Golden Monkey out very early, maybe turn 7, and on an empty board so I was ahead of him tempo-wise. It was a bad idea that early in the game though, as even with great legendaries, I just couldn't out-tempo him. He played a lot of removals and his own stuff. He had Rafaam, then summoned 7 3/3 mummies and I just couldn't recover from that with high cost legendaries. So obviously Elise seems to a bad idea until fatigue.
mill rogue chews this one up :)
As a heavy control deck yea, mill rogue is a rough match up for it (especially considering overload cards). However assuming you get elise in your hand, you'll cycle through your deck so fast you get your monkey quickly so the match up isn't impossible to win. That said it definitely is an unfavorable match up. You'll usually end up throwing doomsayers on the board just to get them out of your hand. Luckily mill rogue is much less common than full aggro imo on ladder.
yeah, unfortunately the one time i actually got elise out, the map was the bottom card in the deck. I saw this before taking 1+2+3+4+5+6+7+8+9+10+11+12 damage from 3 branned oracles on the next turn.
Other than that i'm having trouble outcontrolling shield warriors and dragon priests. They don't put out enough to make wipes valuable and then they can way outlast +36 hps from healing waves / bots. when the shield warrior finally drops, they drop huge and rapidly -- via wrynn -- and it gives them enough edge to win.
Never mind the cheap deathlord removal via SWP or execute potentially giving unrecoverable advantage early.
What rank have you gotten to with this deck?
Currently at rank 5 after a few days of play (maybe 2 or 3) I'm at 46-28 so about a 60.8% win rate (granted an insignificant sample size of 74 games). I know rank 5 isn't particularly impressive but perhaps the deck has potential. I settled on playing the deck just a few days ago where I've tried a lot of variations of control shaman such as dragons or overload control before settling on doomsayers and Elise as a win condition due to their interaction. Since we're only half way through the season I think i'll see how far i can get the deck too. I hit Legend a few seasons ago with a control shaman deck but played MANY games and the grind was frustrating so I'd ideally like to play more efficiently here. I think this deck has a good chance of hitting legend with enough play time, however it's definitely not going to be as fast as secret paladin or aggro decks but I imagine i'll consistently have a higher win rate than a face deck.
Any additional input or suggestions are also welcomed, there is likely room for the deck to improve as the meta settles.
Can I add you? I'd love to spectate one of your Elise Doomsayer games, maybe even Giant Shammy or Heal!
Deck isn't working too well for me. Might be because I don't have Doomsayers, but it also doesn't have a lot of threatening minions or a way of winning (such as Grommash combo or Leeroy jenkins).
I've been running a pretty similar deck to this. It has 2 Feral Spirit and 2 Earth Elemental in it to prevent charge minion OTKs. The earth elementals alone can be crushing.
Doomsayer and Charge Hammer replacements?
The Doomsayers are pretty important to run in the deck because they allow you to stall early game and their primary purpose is to slow the game down or become legendaries. Along with Deathlord and your healing you need them to stop aggro. It's sort of why it's in the title of the deck, they also give you the win vs tempo mage or sylvanas plays in control match ups. Great vs druid as it blows up an innervate play.
The best substitute for doomsayer I could recommend is unstable ghoul as it's an anti aggro card and allows you to either hit 5 mana for ele destro combo or absorb a mirror entity.
Charged Hammer is my favorite card in the entire game so I'm a bit bias here. Charged hammer offers you charge 2 damage and most importantly, you save it for the last charge for a swing for 2 and 2 damage hero power turn, the fact it sticks with you through fatigue is the reason it's so good, it helps in the fatigue game. There are a few options for replacements. 1.) Sir Finley Mgrlton is a good replacement for him as ideally you just want to dump your bad hero power (it's bad in general but very bad in a deck full of board clears for your own board too). Finley in some match ups is better as a 1 drop or getting you an armor hero power but as a 1 drop he blocks healing wave and often the long term value of always having 2 damage usually out weighs a basic hero power as it synergizes with Elise. You often get Finley from neptulon anyways which could be good as his other down side is he will sometimes give you horrible choices such as hunter hero power (Smorc not for control), rogue hero power (you take a lot of dmg as is) or paladin hero power(you blow up your own board). 2.)Piloted shredder is a solid replacement as a tempo threat and a 4 drop (elise and charged are you only 4 drops) but you are often over loaded on 4 from storm or would rather play a 2 drop and totem.
Like any control deck sometimes you'll draw sour such as fire ele neptulon and boom but it happens. The deck is pretty might light with most cards being 3 mana so it shouldn't happen to often. You have fire elemental, drake, boom, neptulon and sludge belchers for board presence and pressure but I agree it isn't much pressure. The deck aims for fatigue/card advantage win vs almost every other deck save freeze mage or very greedy handlocks / control warriors / control priests are the only classes you'll have to pressure. You could consider adding volcanic drakes to the deck as a tempo threat if you feel you are falling too far behind but you'll lose value for this move. As previously stated Shredder is a nice threat option as well.
The lack of large immediate threats is actually intentional became a few reasons.
1.) Fatigue is your desired win condition
2.) As a control deck entomb is a very common threat now that priests are running rampantly, while they can entomb your monkey it really doesn't mean much to you as they waste 6 mana of tempo to remove the monkey while you get a tempo lead with a hand of legendaries against their 4 drop. The only other things worth entombing are killed by your 2 BGH.
3.) You run 4 single target removals - 2 Hex and 2 BGH, have multiple board clears and plenty of healing. Golden monkey is your win condition against control decks you have to play slow and you will win the value game usually (you can't win them all). Deathlord can help you mill the opponent into fatigue should you risk it (usually only play it when you have a BGH or Hex in hand vs control warrior). 2 BGH should give you the edge vs hand lock too.