First Time Legend (Detailed Guide)
- Last updated Jul 27, 2016 (Old Gods)
- Edit
- |
Wild
- 20 Minions
- 8 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Aggro Shaman
- Crafting Cost: 2000
- Dust Needed: Loading Collection
- Created: 7/11/2016 (Old Gods)
- Sugatang
- Registered User
-
- 9
- 29
- 47
-
Battle Tag:
N/A
-
Region:
US
-
Total Deck Rating
234
This deck is obviously not my creation. I'm sure it's on this site multiple times. But after playing Hearthstone since its public release in early 2014, spending an embarrassing amount of money on it, and amassing an equally embarrassing 6,537 wins, the 6,538th put me at legend for the first time. Ten days into the month and Legend Rank 56 no less. I owe it to this ridiculously OP deck that somehow took me from level 7 to the promised land in two days and no more than six hours of games. I lost a single game at Rank 1.
So I am not posting this deck to claim any creativity or anything like that, but to commemorate the life achievement that this deck has brought me. I'm happy to write up a guide if people upvote. Cheers!
The response to this deck has been rather amusing. Despite my immediate indication that this was not my creation, about half of the reviews have been "not this same old cancer, why do you post this," etc., and a bunch of downvotes. The point is that many of us have been playing for a long time, trying every deck in the book, without ever reaching legend. Getting that monkey off our backs is important for our overall enjoyment of the game. And reaching legend is exceedingly difficult; past rank 5, everyone knows what they are doing, and achieving anything above a 50% win rate (which is necessary) is a monumental task. I've gone through original Wallet Warrior, old school Miracle Rogue, Huntertaker, Freeze Mage (with Mad Scientist), countless iterations of Zoo, you name it, only hitting Rank 2 four times. Then this deck came along, and boom.
Conjuring Herm Edwards, we play to win the game. This deck accomplished that better for me than any other. So here's my best at explaining how to play the deck, first in general, and then against the matchups that I saw from 7-legend.
General Considerations and Plan
This is an aggro deck. But it is not a face deck. Aggro, at least in my mind, indicates a plan to pressure your opponent out of the gates and never let go. This does not mean you blindly hit face, and it similarly means that you do not blindly trade to maintain a board. Shaman has the best early value minions in the game at the moment, and this deck takes full advantage.
The plan is therefore to grab control of the board with minions and then hold the board either through outright victory or when you are in range of the deck's substantial burst with Lava Burst/Lightning Bolt and/or Doomhammer/Rockbiter Weapon. Trade when your control of the board is threatened, but go face when you know the opponent is forced to trade for you. If you lose control of the board before you drop your opponent to lethal range, you are almost certain to lose. This requires above else knowing your opponent's plan and adjusting your decisions accordingly.
This generally means going face against control and trading against aggro, but then always with an eye towards lethal over the next turn or three. Control and C'Thun Warrior, for example, have plans of killing all opposing minions until its late game cards outvalue yours. These decks will often not even attempt face damage in the first ten turns or later. You can therefore generally assume that if you go face, they will trade into your minions. You can wear them down and win before their late game minions overpower yours.
On the other hand, Zoo has a similar plan to this deck - control the board with minions starting with turn 1 and never let go. Don't let Zoo snobs fool you; Zoo is an aggro deck. If you can hold the board with your higher-value minions, you will win the game. Face damage should be an afterthought until lethal starts to enter the picture.
Positioning
Again, you will be facing intelligent tryhards above rank 5. Every edge you can eke out of a matchup matters. Nonetheless, I noticed consistent misplays against mirror matchups when it comes to minion positioning.
Positioning is irrelevant in many decks, but for some (like Zoo), it can decide games. This deck has four cards that are impacted by positioning - two Flametongue Totems, and two Tuskarr Totemics. Even if you hold neither in your hand, always assume that your next draw will be a Flametongue Totem. You'd be surprised how often it matters.
A fabulous guide to positioning in the Zoo context is found here. It is worth reading for anyone serious about this game. The TLDR version is to put your strong minions to the left and your weak to the right. That holds equally true for this deck - remember that a "chain" of buffed minions ends with divine shield and taunt, so it is often correct to place your Abusive Sergeants between, say, a Thing from Below on the left and a Flamewreathed Faceless on the right. This allows you to later drop a Flametongue Totem on either side, trading your Abusive Sergeant for 4 damage while slamming the other two for 7 or 9 damage, respectively.
Similarly, you must map out your turn before making your first move. If your turn involves hero powering prior to Finley (more on him below), hero power first. As obvious as this seems, it's amazing how often you see opponents screw this up. One of my biggest flaws in playing this game is acting too quickly. My fiancé was out of town the weekend I hit legend; I was devoid of distractions, drinking 12-year scotch, and playing slowly. A serious legend push requires serious concentration.
Sir Finley Mrrgglton
I see a lot of decks where people ask how to choose hero powers with Sir Finley, who is in my estimation one of the greatest cards in the game. The answer is simply that it depends. It depends not only on the matchup, but where you are in the matchup. The Warlock hero power is generally the best, especially against any form of control, but it can spell defeat against another aggro deck. Even against control, though, the Mage power can be correct over Warlock if it means notching an immediate extra point of damage to wrest control of the board.
Similarly, the Priest or Warrior powers can be (but are not always) correct against Freeze Mage; you just have to use your judgment. I will add that the Rogue power seems never to be correct because of Doomhammer, and the Paladin power likewise seems to add nothing.
But in general, knowing nothing about your opponent, I would rank the powers as Warlock > Druid (because of Doomhammer) > Hunter > Mage > Priest > Paladin > Warrior > Rogue.
Card Selection and Mulligan Considerations
Most of the cards are self-explanatory. Ben Brode himself said that Shaman got strong cards because it was so weak for so long. In many ways you're a fool for not taking advantage of that.
Mulligans are often dependent on what else you have in your hand. This deck requires you to get to work right away. Therefore, if you have an Argent Squire in your opening draw on the Coin, for example, you can be more liberal keeping a Tuskarr Totemic, which you would otherwise toss without hesitation. I see people on this site looking for paint-by-numbers approaches to the mulligan, but it's hardly ever that simple. Evaluate each hand and opponent independently, mapping out your first three turns if at all possible.
Abusive Sergeant
Works extremely well with all totems, Sir Finley Mrrgglton, Argent Squire, and Argent Horserider. However, I don't keep it in my mulligan unless I have a counterpart, such as Finley or a squire.
Argent Squire
Establishes board presence and interacts with Abusive Sergeant and Flametongue Totem. It also serves the important role of refuting weapon classes (hello, Fiery War Axe), as spending two charges on a 1-drop is an easy win for you. Always keep in mulligan.
Lightning Bolt
Removal and behind-the-taunt face lethal. Synergizes with Tunnel Trogg. Mandatory. Keep in mulligan if against 3-damage 1-drops (Shaman, Mage, Priest, Warlock), or if you have an otherwise terrific opening hand.
Rockbiter Weapon
Drives everyone nuts when paired with Doomhammer. Also key early removal, and don't be afraid to slap it on an Argent Squire to take out an opposing Totem Golem. Remember, control the board! Keep in mulligan if you're facing the 3-drop classes, but that's plan B; you want to take control of the board, not react to your opponent's board.
Sir Finley Mrrgglton
See above.
Tunnel Trogg
Nothing to see here. Along with Mana Wyrm, best 1-drop in the game. However, do NOT play this on turn 1 against Warriors. Always assume the Warrior has a Fiery War Axe because, even if they don't these days, they have Alexstrasza's Champion, and that usually means GG. Against Warrior you really need to play the Trogg behind a taunt.
Flame Juggler
This is a one-of that I selected because I saw it in countless other Shaman decks and figured that someone smarter than me must know something I don't. I hate its concept and effect. In fact, I replaced it with a number of other cards early in the month, from Earth Shock to Ancestral Knowledge to Eternal Sentinel to Lightning Storm. But I found that each of those cards either (1) went against this deck's plan of controlling the board with minions, (2) lost too much tempo, or (3) just didn't do enough. In the end, the flexibility of playing a 2/3 came in handy, and the one damage can be devastating when it hits a Fiery Bat or whatnot. In short, I don't love this card, but it seems to fit the slot better than any other.
Flametongue Totem
See the above section on positioning. Also lowers the cost of Thing from Below. A helpful tip - when checking if you have lethal and this card is in your hand, just add 4 to your other damage output. That speeds up the math, which can go a long ways when the rope is burning.
Totem Golem
Nothing to see here either. OP. I believe coining this out is correct on turn 1 when you have Finley or Squire as a follow up, or when you know you will be playing Feral Spirit on turn 3.
Argent Horserider
Does a great job of clearing early opposing minions and getting two-for-ones. After all, that's the name of the game with this deck - outvalue their early cards so that you can burst them down before they can react. Also can do a great job closing out lethal when placed next to a Flametongue Totem after the totem's neighbors already reaped the benefit. But always toss this in the mulligan.
Feral Spirit
Super strong core Shaman card. The overload is brutal, so make sure to plan around it. Best weapon against Rogue, Druid, and Warrior to grab the early board. Keep a copy against those matchups in your mulligan.
Lava Burst
This is the heart of the deck's burst, but it is also crucial to contain the board against Darkshire Councilman, Frothing Berserker, and other high-threat minions if you have no other options. Remember, you need to control the board unless lethal is imminent. Don't be afraid to use this card on minions if your opponent's health is still well out of range.
Tuskarr Totemic
This card is just excellent. Always assume you will spawn Flametongue Totem for positioning purposes. And don't forget that whatever you get will decrease the cost of Thing from Below. Normally toss this in your mulligan, but I will occasionally keep this if my first two turns are otherwise taken care of.
Flamewreathed Faceless
No need to explain. Shaman decks that don't run this are missing the point. But I never kept one in my mulligan.
Doomhammer
Yes, you need two copies. By the time this comes out, you should either be in a position to just pound face and hope you can go lethal, or have such a grip on the board that you can use the weapon to snub out any totems or Silver Hand Recruits your opponent desperately spawns trying to keep up. Pairs wonderfully with the Druid power. I never keep this in a mulligan.
Thing from Below
When Old Gods was released, I thought this was a purely midrange card because of its seeming anti-synergy with Sir Finley Mrrgglton. What I failed to appreciate was that this card synergizes with Totem Golem, Flametongue Totem, and Tuskarr Totemic even if you swap your hero power on turn 1. Playing TFB for 5 mana is solid, and playing it for 4 is major value. Anything less, as just about everyone knows by now, is disgusting.
Concluding Thoughts and Specific Matchups
I can't say it enough, this deck requires control of the board to succeed. You will usually be way ahead or way behind by turn 4-5. Warrior is the toughest at the moment because they have so many archetypes, from tempo to dragon to wallet to C'Thun (pirate is nonexistent in the top ranks). The tempo versions are difficult but far from impossible. Race down the controllish versions.
Zoo is also everywhere, and it's important to understand what that deck really does to beat it. Zoo aims to control the board with cheap minions and replenish with the hero power, yes, but that's not all. Zoo really succeeds by buffing its cheap minions into efficient trades. Abusive Sergeant, Power Overwhelming, Defender of Argus, Dire Wolf Alpha, and even Dark Iron Dwarf turn those sad 1/1's into killing machines. If you appreciate that, then you will use that extra Doomhammer charge on the token instead of an additional 2 face damage. Zoo relies on a board to win, so if you keep their board empty, they have no way of accomplishing their plan.
Well that took a while to write. I hope you all enjoyed it, and good luck! See if you can break through the legend barrier before the next adventure/expansion introduces some other OP deck for the whiners to complain about :)
Have you tried a Toad instead of the flame juggler? I was thinking about that card replacement. Do you have any thoughts on it? The deathrattle effect seems better for me with the loss of silence effects. And also a 3/2 suits a aggro playstyle better as well IMO.
I dunno what it with this deck, man. It's gotten me further than my collection has ever been able to get me before, but it can currently pass rank 12 with it. I keep facing control decks or mirror matches where in my opponents out RNG me. I'm having a hard time gauging if I'm just getting a lot of never lucky moments or if I am doing something wrong. I do run a bloodlust, because I don't own and can't afford the second doomhammer, and I've considered if it is the reason for my shortcomings, but it's kinda up in the air. It's won games singlehandedly where doomhammer would've achieved absolutely nothing or even set me back. I'd appreciate assistance.
...It's the same aggro shaman deck that's been swarming the ladder for months...
Honestly it's worse for the fact that you KNOW it's been up for months and is highly unoriginal and still you post a full break down of the cards i the deck like people can't figure it out...
lol. did you bother to read the comments? people appreciate the help. we're not all as good as you, y'know.
It's not a matter of being good. It's a matter that the deck is just nothing but click bait. It's the same tired deck that been around with absolutely no originality whatsoever. It's just absolutely insane that a deck that has been repeatedly posted could get this many upvotes again and again. If you want help running the deck there are literally over a dozen guides about it and not to mention Tempostorm.com has it on their meta snapshot.
Honestly if you need help running this deck then it's time to head back to hearthstone 101. It's a simple face deck that runs highly aggresively. It's only weakness is itself and if it fails to pull a decent hand in its start. Pretty much a 1, 2, 3 starting hand is a win.
Are you always this much of an ass, or just when you talk down to other people about Hearthstone?
http://www.hearthpwn.com/decks/600603-aggro-szaman
http://www.hearthpwn.com/decks/602571-aggro-shamwow
http://www.hearthpwn.com/decks/598929-cancer
http://www.hearthpwn.com/decks/568318-thijs-aggro-shaman-europe-spring-championships
http://www.hearthpwn.com/decks/589740-s28-legend-aggro-shaman-guide
5 decks....EXACTLY the same. This is my annoyance. Honestly I don't care if you want to down vote me or get your up votes for slamming my opinion. But the honest truth of it all is as I said. Aggro shaman is not a complex deck. It's powerful yes. But not complex. It's consistency lies in it's simplicity. Now if the author were to mix it up a bit, add earthshock or lightning storm as tech. Yeah ok I'd be on my merry way. But it's not. It's a deck that has SOOOO many times been played and even sat at the top of the meta snapshot for WEEKS.
Call me an ass or whatever but honestly speaking this is a post that doesnt need to be made. There are plenty of guides and decklists out there that show this EXACT game plan.
Further to the point I have offered several things to back up my statements. Both of you have only bashed me as a person so...yeah....
I know this deck is designed to be aggressive, but would Ragnaros the Firelord work in this deck?
I have ended countless games before turn 8. I think Rags would turn out to be either (1) a win-more card in games when you never lost control of the board or (2) a hail-mary when you lost the board. Worse though, Rags is a dead card for the first seven turns, limiting your options, and would only really help in top deck wars. I just don't know what you'd take out. Don't get me wrong, Rags is one of my favorite cards, but I just don't see the point of him here.
There are always "replacements," but I think this deck is optimized. Every card you swap is going to affect its plan and synergy to some degree. TFB is one of the nastiest cards in the game when played for 3 or less. Though if TFB is not an option for you, I'd try out Fire Elemental or perhaps Lightning Storm. Both are clear downgrades in my opinion, however.
is this deck stlll good ?
LOL?
Thanks for the detailed write-up on your experience with this deck. Gives us average folk hope to reach legend and it's always good to hear another angle on the ins and outs of a deck. I appreciate you taking the time to do all this.
Question, what has been your experience with bm, emotes and tilt while laddering? Did you evolve a strategy for managing emotions at different ranks?
Thanks again,
Ha, great question. As a former way-too-serious online poker player, I am keenly aware of the effects of tilt. Best way to deal with it in this game is simply to squelch everyone at the start of matches. The other key is to just quit playing when you're pissed. I switch over to a game of LoL (my other digital addiction), and by the time that one is over, win or lose, 'Stone is fun again. Hope that helps!
Awesome. That's what I needed to here ^_^
That's a great compliment!
I second this. I don't play enough to really get deep into hearthstone, but I enjoy playing a session or two each week to do some quests. This guide was a very easy read.
Your guide is excellent, it is the first helpfull guide for aggro shaman that I found. Everyone think that aggro shaman is only smorc, but its not.
Thanks man, means a lot!
Really nice deck, went from rank 11 to 5 with a 70% WR in NA, but right now it's impossible to go further than that, I face only warriors and mirrors.