Midrange Battlecry Shaman [Kraken]
- Last updated Apr 23, 2016 (Classic Nerfs)
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Wild
- 23 Minions
- 7 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 6240
- Dust Needed: Loading Collection
- Created: 2/6/2016 (Explorers)
- DanHakimi
- Registered User
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- 3
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- 36
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Battle Tag:
DanHakimi#1343
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Region:
US
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Total Deck Rating
38
I have updated this deck from before a single WOG card was revealed until now, and I am more confident than ever that, thanks to the evolution mechanic, battlecry shaman is going to take the fuck over. Onyxia is for combos with Evolve -- 10 mana for a 10 drop and 6 2-drops is pretty sweet.
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This is a theorycraft decklist inspired by my LOE Buzzword Shaman:
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Minion (22)
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Ability (8)
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The deck is a battlecry/scarab Shaman, which capitalizes on the fact that battlecry cards happen to be very good in Shaman decks. I realized, after a while, that there are very few Naxx/GVG cards in that deck, and none of them are really crucial to the deck -- they're mostly just the strongest midrangey cards from those sets. Every midrange deck is losing shredders and boom -- this deck happens to have the steam to pick up without them.
As soon as Naxx and GVG leave the meta, I predict that Shaman will be a leading midrange deck, and Brann will be a crucial card in that deck. Of course, this is very hard to predict without seeing the new set and the new meta, but that doesn't mean I'm not going to try to predict it anyway!
I personally think that midrange decks will generally be weak in the meta, with nerfs to Druid combo and the fact that Paladin's best cards are mostly in GVG. I think it will involve a lot of aggro (all the best taunts, antique healbot, and zombie chow are all gone), and a lot of control (Control Warrior did not lose much), and not many decks in the middle. But I think that Shaman will survive.
Midrange Battlecry Shaman is well-equipped to handle both of these.
Against aggro decks, Shaman has taunts (Stoneclaw Totem, Defender of Argus), heals (Healing Wave, vitality totems from Tuskarr Totemic), a strong early curve, and reasonably good board clear options.
Against control decks, Shaman can use Brann for strong tempo plays, extra card draw through battlecries (Nefarian, Azure Drake, Jeweled Scarab, Mana Tide Totems from Tuskarr Totemic), and plenty of hard removal.
Most importantly, this deck is adaptable -- Shaman 3-drops are good, but situational cards, which is really great for a discover mechanic like Jeweled Scarab. This means that this midrange deck can tune itself to the opponent as needed.
Remember that this is a theorycraft -- I don't know what cards shaman will get, or how exactly the meta will shift, so this deck will obviously change some as we uncover that information. But you can enjoy my predictions, and we'll just see how they work out.
I'm working on my own Battlecry Shaman with C'thun cards, but it looks like you've got Hexes, Earth Shock, and Evolve whereas I've got Tunnel Troggs and Totem Golems to try to have an early game, how is that working out for you with the extra spells? I might try your approach and switch my 1 and 2-cost non-BC minions for removal and techy cards.
I used to play troggs and togos, but togo is really tricky to play on curve -- I want to play a 3 drop on turn 3 so badly... Anyway, I found Flame Juggler to be easier to work with, and overload seemed unnecessary in the face of evolution. Togo and FF are less valuable evolve targets than other cards. It also helped me raise my curve to not worry about 1-drops and excessive overload, which I wanted to do, because scarabs and evolves and Brann were all more satisfying for me later in the game, where I could string together cool combos.
On the other hand, if we start to see more camel hunters (which, given the success of Zoo, I think is unlikely), it would be worthwhile to throw in a 1-drop. Or, if you want to play the deck more aggressively, lose onyxia and the heal and stuff, go for a couple of FF and shit, and start melting face.
Ooze is also great -- on curve stats, triggers rumbling elemental (which in and of itself is good but not great), and the obvious strong tech. And MCT is *sweet* tech for Zoo -- if you Brann MCT against 5 minions you'll steal 2.
I'd recommend adding in a couple of Fireguard Destroyers, for a solid 4-drop with battlecry synergy.
Yeah, I've gone back and forth on them... How good they are depends on what happens to BGH and hard removal, really. A 6/6 or 7/6 for 5 is a great body, but not if everybody has an answer for it. I got rid of a lightning storm for one, but we'll see how much board clear we need when the time comes.
Edit: as it turns out, Shaman's four-slot has much better things going on now. Oh well.