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Krazy's Post-Opera Rank 5 Midrange

  • Last updated Aug 24, 2016 (Karazhan)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Midrange Shaman
  • Crafting Cost: 3000
  • Dust Needed: Loading Collection
  • Created: 8/24/2016 (Karazhan)
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  • Total Deck Rating

    35

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The difference between "aggro" and "midrange" is honestly not that clear to me, but basically this deck is predicated on winning before 10 turns, while still having some viable durability if it sadly does go that long.

Starting hand: Keep any minion 3 mana or less, mulligan anything else.

Tunnel Trogg is a nice open, but really most of the time he will eat some sort of control. Warriors will fiery ax him and wizards might dump a frostbolt. Obviously when he does survive it's quite nice, but that is not really the win condition and there's no reason to force too much overload.

If Brann is in opening hand and there's coin, I usually drop him on the board even if I can't play either Tuskarr Totemic the same turn. He looks very scary and a lot of people use strong removal against him, which is basically as good as a second totem from Tuskarr anyway.

It's very hard to decide when to use maelstrom portal or lightning storm against warlock zoo. I find warlock zoo hard to deal with in any deck format. 

This deck does fine against Dragon Warrior (except when they really have very good draws), is hit or miss vs paladin, priest, and druid. If paladins run 2+ equality you probably lose. Hunters are hard to out-tempo. Wizard is win or loss depending on whether they draw flamestrike on time. Shaman mirror matches are usually just a slap fest, but it wins against more control-oriented shamans. It can lose vs. Doomhammer shamans. Basically, if they draw more than one board wipe by turn 7, you've lost. But if they DON'T, you usually win. That's mid-range shaman. In a perfect game, you win on minions turns 1-4, get a bit of damage in, and fatal with bloodlust 5 or 6, same as any other bloodlust build.

There are a few cards I continue to think about, and when I craft a Doomhammer the following will come out: Earth Shock, Stormcrack, and something else, to be replaced by 2 Rockbiters. Every now and then I end up losing board control when the enemy is sitting at >10 life which is very aggravating.

I used to run a few murlocs in this deck, with 1x everyfin is awesome, but there's too many 1 damage boardwipes now. 1 health minions also do not work super well with Master of Evolution. Generally, the idea is to get a hit in with Tuskarr and then evolve it. If you lack board control, flametongue is also fine for an evo even though it can feel counter-intuitive.

With Barnes, the hope is to instantly evolve the 1x1 (if you're on turn 8), or to be on 6 mana and luck ThunderBluff with a totem ready to spawn. If Knife juggler is alive, I'll drop barnes just for the pings on turn 4 and just assume the 1x1 will instantly die.

I used to run 2 flame jugglers, but I replaced one with an argent horserider. The ping on the 2 drop can be nice, but it's very inconsistent.