How Y'Shaarj wins your games T4
- Last updated May 16, 2016 (Old Gods)
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Wild
- 8 Minions
- 22 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Control Shaman
- Crafting Cost: 14400
- Dust Needed: Loading Collection
- Created: 5/6/2016 (Old Gods)
- user-24812877
- Registered User
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- 2
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Battle Tag:
#2280
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Region:
EU
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Total Deck Rating
35
Y'Shaarj's Call
Introduction:
Are you weary of all those one-sided Decks out there? Then let's embrace the arrival of the all-mighty Y'Shaarj, Rage Unbound together !!!
Here is a Deck I came up with a friend (N3o_Zelandais) as we were sick of playing decks with similar or repetitive win-conditions. It offers you an infinite amount of ways to destroy your opponent with all those cards that you always dreamed to play with. Ancestor's Call permits us to get our stuff on the board on turn 4 even if we only play big minions.
Game Plan:
The main idea behind this deck is to destroy everything and draw until we can play our big minions for 4 Mana with Ancestor's Call and start comboing with Ancestral Spirit and Reincarnate. Since we don't play our minions from our hand we only need those who have a direct impact on the game without a Battlecry.
Even if we don't have an early Ancestor's Call we should be fine. Shaman's got a crazy amount of single-target removals, AoE spells and we can heal for 28 HP (2x14) with Healing Wave and for 30+ with Hallazeal the Ascended in combination with our AoEs Spells.
Our opponents don't know what they are playing against, we have the surprise effect.
Card Explanations:
Earth Shock x2, Lightning Bolt x1, Crackle x1 :
Great synergy with Malygos. If you don't play him you may consider using Rockbiter Weapon instead of Lightning Bolt, especially if you play Al'Akir the Windlord. We did't really test Stormcrack since Crackle just seems to be way better.
Lava Shock [x2 :
Try to keep this to unlock your overloaded Mana Crystals, especially after playing [b]Elemental Destruction[/b].
Ancestral Knowledge x1 :
Not much to say about this one except that you don't want to play it on turn 3 since it overloads you for the Ancestor's Call you will obviously draw for your turn 4.
Ancestral Spirit x2 :
Silence got nerfed and only Shaman and Mage can transform your minions into some piece of shit. Thousands of combos incoming.
Reincarnate x1 : Great combo possibilities with Sneed's Old Shredder, Kel'Thuzad, Ancestral Spirit and can also be used to heal an injured Ysera or Y'Shaarj.
Elemental Destruction x2, Lightning Storm x2 :
Tons of AoE.
Far Sight x2 :
Use this to cycle though your deck. This card opens new possibilities for combos, reduces the cost of your big minions and gives you spells that cost 0 Mana.
Healing Wave x2 :
Our cheapest minion costs 7 Mana, we almost always win our jousts. So this card become 3 Mana restore 14 health. Preeettyyy gooood.
Hex x2 :
Hard removal for all the C'Thun's and Deathrattles around.
Ancestor's Call x2 :
The main-card of this deck, the Heart of Y'Shaarj.
Hallazeal the Ascended x1
Even though he doesn't have synergy with Ancestor's Call and Y'Shaarj, Rage Unbound, he is often crucial to win against aggro since we got 4 AoEs to heal with.
Kel'Thuzad x1 :
Try to avoid playing this guy without Ancestral Spirit and Reincarnate since he doesn't really have an impact on the board on it's own.
Ragnaros the Firelord x1 :
A Firelord on turn 4 is always nice.
Sneed's Old Shredder x1 :
Have fun.
Malygos x1 :
Great synergy with all our removals.
Soggoth the Slitherer x1 :
Good counter on turn 4 against all these Aggro Cancers.
Ysera x1 :
Just nice to have on turn 4.
Y'Shaarj, Rage Unbound x1 :
Obviously, summoning Y'Shaarj + another big ass legendary on turn 4 is preeeettyyyy gooood.
Possible Changes & Replacements:
Remember that every Legendary in this Deck has to impact the game without a Battlecry. Cards like Neptulon, Alexstrasza or Arch-Thief Rafaam are obviously garbage in this deck.
- You can replace one Earth Shock with a second Lightning Bolt or Crackle. Stormcrack sucks ass.
- Take a second Ancestral Knowledge if you feel like you lack of Card Draw.
- You can try out Feral Spirit but we feel like we don't want to much overload.
If you don't have all these Legendarys:
- Al'Akir the Windlord can be a good option. Good replacement for Malygos. If you use Al'Akir, you may consider using a Rockbiter Weapon.
- Troggzor the Earthinator is an option but he doesn't represent a huge threat, it's more a win more option if you already got your board full of legendarys.
- You may laugh but The Skeleton Knight is actually an option since you win all jousts. We tested him for a while and it didn't feel bad, it's just that we don't have enough space.
- Sylvanas is a good option aswell but it will loose you more jousts and she is more situational.
- Ysera can be replaced with Chromaggus.
- You can try out the Dragon-Engine by replacing some non-Dragon Legendarys by Deathwing, Dragonlord, Deathwing, Chromaggus, Chillmaw and even Nozdormu.
- Other fat Legendarys that are Fun to summon on turn 4: Foe Reaper 400, Gruul, Icehowl and Mekgineer Thermaplugg.
Match-Ups & Mulligans:
Druid:
Good match-up since one of their advantages is ramping up their Mana Crystals, and we basically ramp up to 10 Mana on turn 4. Most Druid Decks will struggle to get rid of your big minions if you can get an early Ancestor's Call. If you don't, make sure to clear their board every turn to outplay Savage Roar. Keep a Hex against C'Thun Decks and keep your Health out of his range with your Heals.
Hunter:
Deathrattle Hunter is a hard match-up because your goal is clearing the board and killing their minions oftentimes results in summoning more garbage. The damage this garbage is going to deal in combination with the Huntards HP will often be too much for us, except we draw all of our Heals. An early Ancestor's Call could drop them a Savannah Highmane (it always does), and they easily trade our big minions. Facehunter can be handled since we can clear their board and heal.
Mage:
Tempo Mage is our worst match-up. They don't swarm the board and your AoE's often won't be very valuable because you need to clear everything they have as it tends to snowball. It's easy for them to deal with our stuff, Counterspell is pain in our ass and Mirror Entity is even more. Freeze Mage is way easier. Don't overextend, keep your silences and frogs for their Doomsayer, Alexstrasza, Malygos or Archmage Antonidas. Play Ancestor's Call in combination with removal. Your heals will often be to much for them.
Paladin:
Secret Pala is also hard because they swarm the board like hell. Clearing their board is hard because of their Deathrattles, Divine Shields and Secrets, and even if we manage to, they refill the board everytime until we are out of Ammo. Their Keeper of Uldaman and Aldor Peacekeeper transform our monsters into insects. N'Zoth Paladin is more abordable even if it's in their advantage. Don't overextend and bait their Equalities before you combo with Ancestral Spirit and Reincarnation. Hex their Sylvanas and Tirion Fordring and press WOW.
Priest:
Easy match-up. Bait their Shadow Word: Death and Entomb, outplay Lightbomb. We don't even need Ancestror's Call since they don't tend to rush us.
Rogue:
Favorable match-up. They only have Sap to deal with our threats. We have enough removal to deal with their board and enough heal to outplay their burst. In general they will have to use many cards to remove one of your minions and Soggoth the Slitherer is worst nightmare. Also Rogue is a class that tends to be reactive and doesn't rush and that's always in our adventage.
Shaman:
Face Shaman is always Cancer but can be dealt with. Their board gets removed by AoE's, our 14 health Healing Wave is a punch is their face and an AoE paired with Hallazeal the Ascended is the Knock Out. It's still a bit in their favor but it's abordable.
Warlock:
Zoolock is easy. Don't even mulligan for Ancestor's Call, look for your AoEs and wait for your ennemy to fill the board. You can also keep a Hex for the Giants or an Earthshock for Nerubian Egg or Darkshire Councilman. Renolocks aren't that popular in Wild so we can't say much about this match-up.
Warrior:
Neutral match-up. Control Warrior isn't threatening in the early game, but they got a massive amount of single-target removal and 2 Brawls. Ancestal Spirit is a crucial card in this match-up, you can even keep it on your starting hand. Patron Warrior is almost the same, keep your AoEs for their Patron-turns.
Glorious Screenshots:
What's your board on turn 5 mate?
A few Firelords.
Some KT's to bring back Michael ! Hee heee shamona !!
Who gets cancered now?
Y'Shaarj doing Y'Shaarj stuff.
Some Shredders about to rekt this zoo-asshole.
Feel free to submit your own screenshots or videos !
Please comment any suggestions or fun experiences with this Deck.
We will be happy to answer your questions!
Thanks for reading & Enjoy the might of Y'Shaarj !
I crafted both Y'Shaarj, Rage Unbound and Soggoth the Slitherer to play the deck, and it's really fun so far. I have 3-1 in the games, and I lost to a Mech Mage, because I had no early game removal. Btw, Soggoth the Slitherer is awesome and well worth the dust. He is not easy to remove, and eats up minions for lunch :)
Here is a video I made featuring the deck. Forgive the ED misplay, but I do notice in the games I have played, that card draw tends to be an issue. I think adding a second Ancestral Knowledge might be a good idea.
Judging from the video your main problem isn't necessarily card draw but that you're making a lot of small mistakes that cost you your card efficiency aside from the ED goof. Stuff like trading your 3/5 into the 5/1 instead of lava shocking it so it can trade down vs the minions on board and going face instead of trading with soggoth to resurrect it and protect your kel'thuzad better. Earth shock on huckster was also rather weak since you didn't kill it and you could have saved it for the much more juicy loot hoarders (who honestly have the better deathrattle anyway). So, and perhaps you've done this already, try improving your play to see how far you can take your cards before putting in more card draw.
Thanks for the feedback, it helps to hear about all the misplays I did during the match. I'll rewatch and take notes that you pointed out
P.S. Wow you right about the big misplay with Soggoth not trading to protect Kel'Thuzad better. Damn I need to stop talking so much, and focus better. I did not even think about that during the match :(
Thanks again for taking the time with your feedback. It helps me out a lot :)
Wow a Wild deck that might be a blast to play! One question tho...is Soggoth the Slitherer worth crafting? I have the dust, so that's not the issue but I want to make sure he is a good Legendary card first
Nice deck :D
I was trying something similar to this before standard came around, these new cards should be super helpful. You can sub pretty much any big non battle cry minion in.
Also you can try that naga that makes all your cards cost 5, coining him on turn 4 means you can drop one of these on 5 if it survives. Even if it doesn't it forces your opponent to use up some cards. Plus you can use it late game double up with a big minion, which your opponent focuses on leaving you with a new turn 10 where you can drop 2 big minions.
Plus you might want to add the new shaman legendary for another big heal late game.
Here is a link to the old version of this concept that was popular about a year ago
http://www.hearthpwn.com/decks/413386-1-cataclysm-shaman-best-deck-eu-of-the-world