[s24] Burst Shaman - Legend Video - Competitive...
- Last updated Apr 13, 2016 (Explorers)
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Wild
- 15 Minions
- 13 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 1980
- Dust Needed: Loading Collection
- Created: 3/22/2016 (Explorers)
- wingsofwaxiii
- Deck Architect
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- 16
- 23
- 60
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Battle Tag:
WingsOfWax
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Region:
US
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Total Deck Rating
7351
Hey there everyone and welcome!
Here is the deck I just got 17x Legend with! Hope you ladies and gents enjoy the Decklist, Guide, and Video content provided!
Starting to create [Standard] decklists and guides. Check them out:
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***I'm currently in the works of writing a Guide Series/Small Book called: From Novice To Expert - Learning Hearthstone Ranked, which focuses on educating newer and veteran players alike about getting into competitive Hearthstone. It mostly will be filled with Terminology, Deck Archetypes, Meta Gaming, and more. Feel free to like my Facebook page for updates on the progress!***
A Little About Me
I am a 17x Legend Player with 2x Top 100 finishes who goes by the battletag WingsOfWax or WingsOfWaxIII on other social media (Facebook, Twitter, Tumblr, Twitch, and YouTube). I have over 15+ Years of Magic: The Gathering Experience, but as of the release of Hearthstone: Beta been converted to this new and exciting card game.
Over the past year, I have been creating videos, articles, and casting live streams to help educate newer players about Hearthstone: Heroes of Warcraft. As of right now, I am mostly known in the Hearthpwn.com community for creating a Naxxramas + 2,000 Dust Budget Guide 11 Deck series as well as putting Burst Rogue back into fruition.
These days I am working full time, go to school, and still create Hearthstone content whenever I find my schedule allows it. I love educating all types of players whether new or veterans about becoming a better strategy card gamer. I am creating this guide (and others) to help educate and grow the Hearthstone Community even further.
Introduction to my YouTube Channel:
Warning: This is an aggro deck. It has inconsistencies similar to any other Aggressive strategy and is not exactly straight forward to play. There is a lot (not all) of SMOrc'ing (Face is the Place) to be done, but you will have to plan out your turns according to how your hand is sculpted for optimal plays that leave you in the driver seat. Playing out this deck takes time and practice to play well and fully master, but it can be done and eventually could take you to the Legend status you desire.
Decklists:
Legend Proof:
Some Perks of playing this deck are:
-Killing your opponent between turns 5-7
-Aggressive Burst Minions such as Whirling Zap-o-matic & Tunnel Trogg
-Burst Spells that can deal waaaaay over 10+ damage in a single turn.
-Learn to prioritize certain minions over others
-When planned properly, can almost always find a way to kill your opponent and figure out your outs
Card Choices:
Sir Finley Mrrgglton - This card is one of the silent MVPs in this deck. Typically this is the list in order of which you want to pick a Hero Power:
Warlock > Hunter > Druid > Mage > Paladin > Priest > Warrior > Rogue
2x Tunnel Trogg - A card that when is not answered immediately, will deal majority of the early damage you need to let your Burst Damage finish an opponent.
1x Huge Toad - Honestly, this is just a filler card because I couldn't decide what else was needed. I knew I wanted a minion that I could cast early and get in for damage, but this could just as easily be any other early minion. I would choose between Flame Juggler or Huge Toad for this slot.
2x Ironbeak Owl - We need a way to clear the way of Taunts and Ironbeak feels much better than Earth Shock for this purpose. Being able to Silence an early problematic minion is also a bonus implication of Hoot-Hoot.
2x Whirling Zap-o-matic - You should play this card as early as possible when you think it will get in for damage on the following turn. When unscathed, Whirling hits like a truck and starts to make that Burst Damage in your hand seem much closer to reality.
2x Feral Spirit - These wolves help protect your early minions to generate more damage. Being two bodies that are Taunts also help in just about any opposing aggressive matchup.
2x Doomhammer - The strongest finisher in this deck. 5 mana upfront for 16-damage over the course of 4 turns is vital to this strategy's plan. Being able to Druid Hero Power is also a bonus of Doomhammer when Sir Finley gives you the choice.
Honorable Mentions:
Haunted Creeper - Solid early minion, but is just too slow for this style of deck.
Flametongue Totem - Since we are not on the "Value" plan, there aren't a lot of consistent targets for Flametongue to pump up.
Lightning Storm - Lightning Storm is a powerful card no doubt, but it takes away from our Aggressive plan. Majority of the time it's not even necessary to win your games.
Tuskarr Totemic - Too RNG based and does not have enough impact for a 3-drop unless you get lucky.
Hex - We have no need to transform our Taunts if we can just silence them for 1 mana less (and get a 2/1 minion out of the deal as well).
Leeroy Jenkins, Arcane Golem, & Argent Horserider - These are all solid cards that would help the strategy, however we have no room. If you really wanted to play another Burst Damage spell, cut Huge Toad for it.
Fire Elemental, Neptulon, The Mistcaller, Al'Akir the Windlord, & Dr. Boom - Too much mana for this Aggressive Shell.
How to play the deck:
Establish an early board presence and keep pushing for Face Damage. If you have a potential high damage minion (such as Tunnel Trogg or Whirling Zap) on board you can protect it by using a spell, but I would not use too many to protect it.
Mulligan aggressively for early minions and throw away spells.
Around turns 5-10 you will count up the burn cards in your hand and start making preparation for lethal on the following turn.
Just about every matchup is winnable, but it mostly depends on how well positioned you are from your opponent early in the game.
Good and Bad Matchups:
Taunt or Heal Heavy strategies are your worst enemy, but versus every other deck is a winnable matchup (if not a breeze). Just be as aggressive as possible.
Opening Hands:
Video Content:
v1.2 - Control Meta
Educational Fan Gameplay:
If you are looking for a deck that maximizes your time and is competitive, this is the right deck for you. The deck is also Budget Friendly and can be altered slightly depending on what your collection looks like.
I will do my best to answer each question in the comments about swapping cards, but ultimately use your best judgement when deciding what you can substitute and what you cannot.
Here's to hoping this deck/guide is in some way beneficial to your Grinding Experience! The deck has performed extremely well for me and won games I thought were not possible to do so.
Other Season 24 Decks & Guides from WingsOfWax:
[s24] Burst Zoolock - Wings's Competitive Deck with Guide & Video
[s24] WingsOfWax's Zoolock - Budget List & Video Included
Interested in learning more? Feel free to stop by my Twitch Stream and subscribe to my YouTube, in which I'll either be playing Ranked mode with a variety of decks.
Follow On Twitch: http://www.twitch.tv/wingsofwaxiii
Subscribe To YouTube: https://www.youtube.com/wingsofwaxiii
Follow On Twitter : https://twitter.com/WingsOfWaxIII
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Don't forget to +1 if you enjoyed the read/video/decklist.
Thank you for checking out this deck and I hope it serves you well,
-Wings
tnx. super deck!
You do realize that you're essentially playing variation of face shaman? Playing this deck makes you just as cancerous as them. Maybe try a more mid-range deck where you don't go face all the time. Just a thought :/
I have a question for you Wings. I'm missing the Doomhammers, Sir Mrglgl and some leftovers from this deck, should I craft them or wait for the Old Gods expansion since Crackle will become useless with Standard Mode and all that jazz and that's a key burn spell in this deck imo. I have like 2k dust and 1k gold. Thanks!
This deck has the potential to survive the Standard rotation, so it becomes a matter of choice. Would you rather save your gold for anything that could arise from Standard? or would you rather run this deck even after rotation?
If you already have another deck that survives rotation (or at least close to survives) then I would consider at least getting League of Explorers since it is a pretty important set to have.
Doomhammer won't be played in every Shaman deck, so you would need to commit to this deck if you want to craft those.
Good luck and grind on,
-Wings
I really really like this deck. Thank you. I am finding in the current meta that I lose a lot to warriors and paladins. I traded out 1 Zap-O-Matic and my Flame juggler for 2 oozes. Thoughts? It seems to work well thus far.
So in playing this more, I find that I am stuck around lvl 9. I cannot beat warriors or paladins 9/10 times. Also, I keep switching between Lightning Storm, Ooze, and Toad in place of that second Zap O Matic. I really seem to lose out on card draw by about turn 5 or 6 if I don't draw hammer.
Any room for a Bloodmage Thalnos? For the card draw +damage?
Unless you are playing against a lot of Control, I don't think there is room for Bloodmage. I'd prefer playing a Flametongue Totem but even then, all the other cards are strictly better for an Aggressive shell.
Thanks for posting a video of your 40+ minute climb from Rank 2 to Legend. Learned a lot of about decision-making with this deck that I think was making me lose quite a number of Aggro Shaman games previously.
There's still a question on my mind though: if Abusive Sergeant is the only 1-drop in your hand (and no coin in hand), would you go turn 1 Abusive Sergeant? Only on certain classes like Paladin who does not have a good way to clear, or even with Mage/Rogue/Druid?
I typically will go for the turn 1 abusive if i have no other plays. Ill especially go for it if I have a solid follow up Im willing to get tempo for.
Holy shit , this deck is awsome !
Charged Hammer is mostly designed for a Control deck since it is very difficult to lose 4 durability quickly. Doomhammer just does soooooo much more for the speed of the deck.
Charged Hammer just takes time to get value whereas Doomhammer also takes time to get value, but has the chance of combo'ing with other cards to kill someone with an OTK setup.
That is a pretty awesome set of plays. Very nice man!
at first i loved this deck, but then i can't get past rank 18 before facing swarms of priests and warriors that have an answer for every single play i try to make. maybe im just late to the party but it seems there are a lot more decks that beats this than there are that get beat by it. i know im not that great of a hs player but there's just too many times iv run into not being able to do anything at all to make this deck any fun to play.
Probably the two hardest matchups are the ones you listed (Priest & Warrior). Warriors have a lot of individual removal where Priests AOE your minions down. If your meta is filled with them, I'd suggest using another deck (possibly Resilient Zoolock).
This deck is really bad if you haven't hit at least rank 10 yet.
Also I watched your video of several games. All of your mulligans were great. That is not realistic. In real life you often end up turn 2 or 3 with no more minions.
I can see what you mean by getting past rank 10, mostly because of how jumbled the early ranks are in terms of deck diversity.
Players have learned how to play against this deck due to the recent popularity, which is not helping anyone's win percentage. The deck is still strong, but much like any other Aggro deck, requires decent/good draws to be a strong contender.
Good luck and grind on,
-Wings
You don't need Flame Juggler, but I would recommend crafting the Ancestral Knowledge seeing as it's such a good card. Any other 2-drop minion that is aggressive will do in place of the Juggler.