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Freeze Shaman

  • Last updated Jun 7, 2016 (Old Gods)
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Wild

  • 10 Minions
  • 20 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 10240
  • Dust Needed: Loading Collection
  • Created: 6/6/2016 (Old Gods)
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Hey guys.

I want to introduce the deck I've been manically playing for the past 5 days. Disclaimer: I've been legend before, not with this deck though. But it will happen.

It's inevitable, for IT IS FREEZE SHAMAN. Kappa

Also, this is my first write up. I hope it's readable...


The deck: http://i.imgur.com/yIyGPQJ.png

edit: -1 Far Sight ; +1 Elise to make it better in Control Match-Ups

It's in it's 3rd version now (the first was running Rafaam, Rag and Alex as win conditions and a Baron and Abomination) - and it slowly becomes a real deck with somewhat reliable odds. Am a little proud, because I thought of this myself. If non-netdecks are ever viable, it's now. Even more as previously when an expansion hit, since the game has changed a little and there's more wiggle room / it feels less unforgiving. For now at least.

A lot of the fun comes from how confused your opponents are.


Win Conditions / Play Style

Versus Aggro, you just survive until they have no cards left. This is not hard, because you can heal for 20-60 HP over the course of the game. The Doomsayer, Feral Spirits and cheap removal cards are very good here. Hallazeal into AoE makes them concede more often that not. You can finish with either Malygos Burst, or Al'Akir, but generally the games are won by their concession, grinder style. It's a bit trickier versus Control and Warrior is virtually unwinnable. You are roleplaying Freeze Mage after all. OpieOP

You have plenty of tools to react to threats on board. It's sub-optimal if a minion leaves something behind. Ideally you want to hinder them from having minions on board, or let them build a board until you pull the trigger and AoE, then heal on the same turn. It's like a reset on +/- Turn 6. Generally, it can be said that this deck shines versus Aggro, but is a bit on the weaker side vs Control.

On the To-Do List: Experiment with Elise and a maybe with Alex again.


Match-Ups / Mulligans

Here's an (mostly subjective, since no hard stats..) overview. Will start running Track-O-Bot some time soon...

Mulligan in General: Card Draw, Hex and Thaurissan versus control. AoE and Heal versus Aggro. Always Stormcrack (except versus Zoo) and situationally Rockbiter. In general, you value Lightning Bolt over Rockbiter, since the Malygos synergy is guaranteed, while you won't always be able to pull off an offensive Al'Akir.

N'Zoth Paladin - This is a pretty good match-up, because they're very reactive. You have plenty of time to draw and find a win condition. Hexing the Tirion and either Sylvanas or Cairne is the ideal scenario and usually you manage to pull it off. Generally, you need to burst them down, with a discounted Malygos or Al'Akir. You want to set up a threat that makes them spend Mana for Removal, so they can't Forbidden Healing on the same Turn for it's max value, then use one of the finishers.

Mully: Hex(!), Manatide, Thaurissan, Card Draw

Rogue - This is the (probably) the best match-up, since they try to get you to a point, where they can burst you down. But they can't burst you down from a high health total. When they've invested some of their damage and you heal back up, their window closes. When they invest in a Conceal, or have a concealed Auctioneer and you manage to Elemental Destruction - it's practically over. They generally run an Earthen Ring or two, but healing for 6 doesn't matter. Stormcrack on Azure Drake or Tomb Pillager is godly.

Mully: Stormcrack(!), Card Draw

Hunter - This is (at least for me...) the hardest match-up, because they generally get the Houndmaster off. This brings minions out of range of your removal. Also, you need to ideally clear on Turn 7 and 8 considering Call of the Wild, though given the pace at which they can play minions and the fact that they have sticky minions makes clears very hard.

Mully: Doomsayer, Feral Spirits, AoE(!), AoE(!!) and AoE(!!!). And Heals, but not Hallazeal. You can't really afford to keep the Hex, although you need it.

Zoo - As opposed to Freeze Mage, you can start clearing their horde of minions from Turn 3 on. It rarely gets to the point where you are overwhelmed. Also their Hero Power and lack of Heals plays right into your hands.

Mully: Rockbiter, Lava Shock, Lightning Bolt, Doomsayer, Feral Spirits, AoE. Stormcrack is less powerful here.

Shaman - Like Zoo, but you have to be very aware of your Health Total. You need to always account for a big burst of damage. Thunderbluff is what you need to be aware of.

Mully: Rockbiter, Lightning Bolt, Stormcrack, Lightning Storm, Manatide. You want to draw into your heal.

Warrior - Hit concede once you see a Shield Block or Justicar. Seriously. If there's a Finley on the other hand: mwahaha.

Druid - Have not encountered enough to say something meaningful.

Reno Lock - See Druid.

Tempo Warrior - See Reno Lock.

Rest - See above, or I forgot it, or haven't played it.


Card Choices

Far Sight - It's Draw. That's it. You don't even hope for some crazy wombo. That being said, though, Lightning Storm, Elemental Destruction or Feral Spirits for Zero Mana is pretty neat and can be a game changer. You play a regular turn AND THEN Elemental Destruction or heal up for 7-14, or summon 2 x 2/3.

Ragnaros - Sometimes you need something to poke off some life.

Malygos - Final burst in combination with as many Lightning Bolts and Lava Shocks as you have left (Thaurissan these Cards).

Al'Akir - Final burst in combination with Rockbiter

Yogg'Saron - Play this like a board clear. You usually get that and then some.


Bonus:

Pyroblast finish for that genuine Freeze Shaman feel.

http://i.imgur.com/SbYBawb.jpg


I hope that this wasn't boring and that you have fun playing this deck.

Adios, Cowboys.