[Rank 1 Legend] Legend in 2 days
- Last updated Feb 7, 2016 (Explorers)
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Wild
- 12 Minions
- 16 Spells
- 2 Weapons
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 2240
- Dust Needed: Loading Collection
- Created: 2/2/2016 (Explorers)
- user-17194522
- Registered User
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Total Deck Rating
555
Hello! My name is Atlas from EU. This season I decided to go to legend quickly and managed to do it in 48 hours after the season started.
This list is very similar to other face shaman list, so the list is nothing amazing, however, I wil write guide now that I got some upvotes, because this deck does take a bit of practice.
I went from rank 5 to legend in about 6 hours of play and because of my high win rate I went straight to rank 1 legend. I don't think I was first, since I believe I just bypassed the others.
Mulligans:
Always keep:
Tunnel Trogg, Abusive Sergeant, Leper Gnome, Totem Golem, Sir Finley Mrrgglton and Flame Juggler.
Never keep:
Argent Horserider, Lava Burst, Crackle or Lava Shock.
Almost always keep:
Doomhammer: Even though this is your most expensive card, you should keep it in almost every situation. Usually when I don't keep it is if I am going first and I don't have minions to go with it. Against warrior and priest I always keep it.
Feral Spirit When going second it is good idea to keep always, you can usually also coin it out on turn 2 if you have 1 drop follow it up on turn 3. I would also keep it if I have 1 or 2 drop when I am going first.
Sometimes keep:
Earth Shock Keep this always against warlock and hunter, you won't need it in your starting hand against other classes.
Lightning Bolt Keep this only if you have Tunnel Trogg in hand. Never keep against warrior.
Elemental Destruction: I keep this ONLY against druid. Druid usually floods the board with 2-3 big minions and if I don't remove them asap after turn ~6 I will be dead, so this card helps me to win some of those games. You usually aim to play this card after Doomhammer.
Rockbiter Weapon Now you always rather keep Lightning bolt than this, but most of the time you won't keep either. However, if you know your opponent has something with 2-3 health that you want to remove on turn 1 or 2 AND you already have 2-3 minions in mulligan you can keep it to protect the minions. Usually I just want to have Lightning bolt or Rockbiter weapon against zoo or priest. Even against paladin or mage I don't want it early on.
Match-ups
Paladin: Favored
Against paladin you can quite often kill them way before they get to do anything meaningful. Paladin has hard time dealing with your 3 health creatures, because of this you rarely want to keep removal spells, but focus getting early minions out. I like to keep Doomhammer in this match up a lot, especially if I already got early minions.
You want to try to keep their board clear early on if it doesn't cost you too much, Minibot is troublesome, but I will kill it with my Flame Juggler if it means I can protect my Tunnel Trogg. Just be cautious of possible Redemption of Shielded Minibot, it can be hard to recover from that early on. Also be very cautious about Blessing of Kings and Consecration when they have 4 mana available.
Zoo: Slightly favored
In this match up I would consider keeping Rockbiter or Lightning bolt to remove their early minions, against warlock in general I always keep Earth Shock. You can't always know it is zoo, so I don't think it is wrong to throw Rockbiter or Lightning bolt away. You can fight for the board quite well usuall against zoo. It is very important to play around possible Defender of Argus. Just try to think how much would it hurt me if he buffs two of this minions by 1/1.
Renolock: Favored
It is possible to kill the warlock after he plays Reno Jackson.I still recommend to kill the warlock before turn 6. Now this isn't possible always, and for this reason IF you happen to have some minions left before turn 6, don't just play all of your burn cards just before turn 6 in case he does have Reno Jackson. Of course if you feel like you can not beat Reno, then just use all of them, especially Rockbiter Weapons on Doomhammer in case of taunt.
Priest: Favored
Priest usually is the longest match up and for this reason I really find it favored for the shaman. The way to play this match up is to realize that you can still beat the priest even though he is above 20 life after turn 10. Sometimes you just run them over with early minions, but many times you end up using quite a bit of burn on their minions and slowly killing them with Doomhammer. Try to avoid over committing to turn 4 Auchenai + Circle comb or turn 5 Holy Nova. Also keep Cabal in back of your mind.
Try to always start with maximum amount of power with your minions, so if you have coin you would rather coin out double Leper Gnome over Finley and Tunnel Trogg. Also I don't mind going turn 1 Totem Golem into turn 2 Leper gnome, if I have the coin, because Totem Golem is simply 1 more damage early on. Of course if you are going first you should be careful about playing 2/1 if you can't remove say a possible Nortshire Cleric.
Tempo Mage: Slightly unfavored
I really dislike playing against tempo mages, there isn't much you can do against them other than hope they are not having the best RNG that game. Just look for minions to play early on. Against mage in general I keep Doomhammer in case it is not tempo mage and even against tempo mage it is pretty good keep.
Freeze Mage: Favored
Freeze mage usually has quite big issues with with clearing your early threats, which is why it is very good match up.
Warrior: Even
For shaman, your game plan is the same for both patron and control warrior match up. You just want minions, I always also keep Doomhammer.
Mirror: Even
In the mirror I find it very important to be able to get the board control first. Even then, usually the game gets decided by who gets Doomhammer first, in case the both are sort of able to clear each other's board.
Druid: Worst match up
Druid has caused most issues for me. It is hard to usually keep up with their tempo, Don't be afraid to face tank some of their taunts with Doomhammer if needed, also try to plan around possible turn 5 Druid of the Claw or turn 2 Darnassus Aspirant.
Thinking about overload
Many times you have to be aware of how overload affects your follow up turns. For this reason you rarely want to try to use up your burn spells like Crackle or Lava Burst until you can kill your opponent. Also, try to also think about what can you topdeck, because there will be many times you have to top deck something for lethal. Think that if you use Lava Burst and Crackle this turn, then how much mana you have left next turn and how much mana you have left for your top deck.
Sir Finley Mrrgglton guide
You should almost always take Life Tap. Even if you are going against aggro or playing the mirror; the loss of 2 life won't be meaningful since you will most likely hero power once or twice, and that 1 or 2 card draw will have so much bigger impact than any other hero power. Of course if you are playing against say hunter and you are both out of resources you can go for Lesser Heal or Armor up.
Avoid taking rogue hero power and paladin hero power, both of them are usually not going to do much. I have never chosen rogue hero power because it doesn't work with Doomhammer, and just once or twice went with paladin hero power since my other options were priest or warrior hero power.
Even in the mirror most of the time it won't be worth to take priest or warrior hero power unless it is late into the game and your opponent might be able to kill you.
Steady shot (hunter) is the second best option and Shapeshift third best option (you get two extra damage with Doomhammer). But always take Steady Shot over shapeshift.
After playing around 300 games with this deck I can assure you its not good enough for legend rank.
You can climb up to rank 3 if you are lucky. Then you get punished big time.
If someone says he reached legend with it show me a proof - climbing from rank 4 to legend. You can win a couple of games but u will lose more, I assure you.
I watched twobiers playing with this deck a couple of days ago, he also stopped when he reached rank 5. Aggro is just not good enough for the higher ranks
Piece!
I had similar problems at first, but as has been mentioned below you can kind of "drag out" the games to have a more Midrange-style deck that still has the power to finish off opponents. If you don't overextend the board and get some solid damage in from Doomhammer, for example, you can use some of the very efficient Shaman removal on big minions to maintain control.
The draws are limited, though, in that I will agree. I've not played the deck at rank 3 yet, but what are the most common decks you seem to struggle against? I can hardly imagine they'd be very different from those found between ranks 5 and 10.
PS: Someone posted their stats from rank 4 to Legend just one day ago.
I will play this deck until the end of the season then I will know, if it works. Right now , I am in a losing streak with it, but , I am learning!
I am still losing...what can I do?
When I play aggro shaman I usually sit down for 2-3 hours, because you're obviously gonna lose, it happens, the goal is to get that win streak, once you get it you have to be very careful with your plays and make sure you have a method of lethal ALWAYS, even if that means thinking ahead a few turns for worst casenario, just don't play 3 matches then stop, push yourself to do more and more, only way to learn is to do something for an extended period of time.
today http://www.twitch.tv/orange_hs is playing pretty much this exact deck. Go watch his previous steam from 2/15/16 and you'll get to watch him climb around rank 2,
Great deck, my fastest legend to date, here are my stats:
These are from rank 4 up, before that I played a lot of zoo, some secret paly and a different version of smorc shammy
3 patron warriors, I think all of the druids were midrange was 2 freeze mages (both won), most of the warlocks were zoo
Reading "Warrior: Even" really made me doubt myself. How do you propose to get past the turtle mode that always starts at turn 5?
I conceded the last one vs. a Control Warrior when he was at 25 Health + 30 Armor; there was simply no way to kill him after the Justicar Trueheart drops on turn 6...
Priest was actually much the same, just a different kind of obnoxious :(
Doomhammer's alone are 32 damage, which is why I consider it quite even match up. Warrior usually can't pressure you too fast, so you have much time to get the damage in.
Same with priest; you can lose board and the priest is still above 20 health after turn 10, but you can still win, all you need is like a good Doomhammer + Ancestral Knowledge turn and hopefully you can get something good out of Finley, like druid, hunter or warlock (the best in this secnario) hero power.
Thanks for the reply. I didn't actually have a second Doomhammer, but I crafted it and replaced the Stormforged Axe I had used before.
I've not lost to a warrior since and there also wasn't a single priest,. However, as I approached the rank 5-10 area I found some of the more prevalent matchups to be difficult. Considering others seem to be having decent success against them, it must be me (again :D):
Zoo Warlock: I usually trade early, but after a few turns they just have too many small minions and Deathrattles; or I take so much damage from clearing with Doomhammer that I can easily die to Dr. Boom / Doomguard and Power Overwhelming. Is it best to ignore the possibility of Defender of Argus and demons played from his hand via Voidcaller at that point or is it recommended to always trade until lethal is in range?
Reno/Zoo Hybrid (weird...) Warlock? They just clear everything and I run out of threats, never enough spells and draw to kill them or clear their board.
EGG Druid (has spiders, dragonlings, etc.): Seems even worse than the normal taunt/big creature one. Little tokens eat everything I have, removal is highly inefficient, and with all their Deathrattles even AOE doesn't do anything. Also, they can taunt them all and proceed to kill me with Savage Roar LONG before turn 9 (the usual combo).
SECRET Paladin (only that archetype seems troublesome): Trading is almost never efficiently possible due to the buffs from their secrets. Going to the face is 50/50 since usually Noble Sacrifice eats the damage. By turn 6, the game is obviously over as the Mysterious Challenger enters the board.
Win rates are about 40% Druid, 37% Warlock for me (Rank 5-10), the rest being 60+... I guess those two are the worst matchups so far.
Has anyone ever tried Leeroy Jenkins, think that hes good. Or [cardBloodmage Thalnos[/card] since all spells are dmg spells ?
I went from rank 4 to rank 2 with this deck in only one day, thanks, hopefully I hit legend today or tomorrow :) +1
Effective for ranking due to being such a fast deck, but you'll sacrifice your winrate in favor of just playing more games with less consistency. Sure, you can get lucky and streak to higher ranks, but that's not very likely. Honestly, it just gets boring really quickly and every match feels the same. These types of decks burn me out really fast. Nonetheless, it's not a bad deck.
Legend? Hardly, this 'deck' gets utterly destroyed by control
Don't waste your time with this joke
This guy has to be a troll, legitimately every single post he makes on front page decks are negative in nature, very similar to this one. Usually saying the deck is a joke... Apparently Kolento's Zoo deck was "passable" as he stated. This guy is going places.
with all the overload cards why wouldnt unbound ele be used
Dropped down to rank 19 from rank 12, thanks for this deck!
good thing u realized that you cant play it,after loosing 7 ranks only.
And this, children, is why you should always test a new deck in Casual.