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Miracle Malygos Shaman

  • Last updated Mar 17, 2017 (Aggro Downfall)
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Wild

  • 11 Minions
  • 17 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Totem Shaman
  • Crafting Cost: 7160
  • Dust Needed: Loading Collection
  • Created: 10/14/2016 (Yogg Nerf)
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  • Battle Tag:

    Oshigawa#2992

  • Region:

    EU

  • Total Deck Rating

    66

View 38 other Decks by Oshigawa
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Disclaimer: This idea originally came from a Wild Deck, and it works much better ther because of the Crackle. You can check it out here:

Miracle Shaman - No Malygos!
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Minion (10) Ability (18) Weapon (2)
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In wild, the deck works perfectly well without Malygos, but it is needed in Standard because we miss Crackle (6-12 damage for 4 mana).

Intro

I see there's been talk of the Miracle Shaman on the forums in some past times, even some decks, but i don't see that any of them is viable. Shaman has been my first class to get a golden portrait, and Rogue the second one, so i've got a lot of experience in both and decided to take the best of both and make a new viable archetype – Miracle Shaman, which is now possible. I searched the database, but i don't see anyone quite got it this way.

So i put my head and hands to work and after a lot of testing a great deck came out. The concept is same as in miracle, control the board as much as possible while you cycle through your cards in search of spells needed to finish you opponent in one or two turns.

Card Choices - Standard Edition!

Tuskarr Totemic - After the nerf this card actually got a lot better for this deck! Nerf increased the possibility of getting the Spell Power totem which is much needed in this deck, plus providing a good body for removing early threats.

Since we'll be running Maly, we don't really need so much Totems on board, so Tuskarrs are out.

Malygos - Though you can do silly amounts of damage without Malygos, he is welcome in this deck due to Cracke being rotated out of Standard. Make sure you discount him with Thaurissan, and fire away!

Barnes - Using Barnes appropriately needs some planning ahead. It's probably best to use him after you played your Eternal Sentinels since they're the worst choice you can get.

Spirit Claws - What can i say, if you get this on in the mulligan phase - keep it! Always! Its ability to deal 9 points of damage for two mana is unprecedented. Fantastic for board control and for hitting face if you got one more in your hand and your opponent board is empty.

Forked Lightning - I know you'll say HAHA NOOB, but this card is fantastic. In early game, it will easily take out two minions. On late game, when you pile up your board with spell power totems, you can take out two medium to big minions easily plus you get a cheap cycle with your Gadgetzan.

Frost Shock - One more 1 mana spell that has the ability to snowball with added spell power and cycle cards. It is also good to freeze big threats until you dig out your Hex, or heroes that use a lot of weapons, like Warrior.

Far Sight - Someone would argue that this is a bad choice, but it's not, check it out for yourself. Removed in favor of Jade Lightning.

Ancestral Knowledge - Despite it's cost it is a great card draw which overload can be easily negated with Lava Shock. It is mostly good to use it on your Auctioneer turn when you'll draw three cards with it.

Crackle - Fantastic damage card that should be saved for lethal or big minions. Yes, it has quite a rng range (pun intended), but it's average damage is 4.5.

Arcane Giant - Since we're using a lot of spells, a perfect replacement for Crackle would be Arcane Giants, like in Rogue Miracle. 

Lightning Bolt – Simple, yet incredibly effective card. Can help you in the early game to remove 3 health minions (Northshire Cleric, Tunnel Throgg) if you don’t have Spirit Claws and Spell Power totem. If you want them both, drop out Far Sight.

Maelstrom Portal - A keeper when playing against aggro or zoo decks. Can easily clear aggro boards, even some big threats if you got two of them, or spell power stacked. Plus you get a minion which is always useful for keeping that board.

Emperor Thaurissan - It will almost always be removed as soon as played, but the discount it provides is immeasurable, especially since you'll be having quite a hand most of the time. If you manage to keep it alive for more than one turn – it’s an auto-win.

Azure Drake - A staple card, provides much needed Spell Power, card draw, and a powerful body on board.

Gadgetzan Auctioneer -  Staple card for cycling through your deck in search for needed cards.

Wicked Witchdoctor - Great card, i love that it's ability is limited to basic totems only, which means a bigger probability of getting a Spell Power Totem to increase your damage output. 

Eternal Sentinel - Switched Witchdoctors for those. Due to being spell-heavy, something board gets filled with totems you don't need at the moment. Eternal Sentinels proved much better, since you get overloaded almost every turn.Lava Burst - Great finisher and big threat removal.

Lava Shock – Very important card, your only overload removal in the deck teeming with overload. It is a good choice to keep it in the mulligan.

Which cards just didn't make the cut

Primal Fusion - Despite someone arguing this could be a game changer for a deck with so many totems and further help the cycle because of its low cost and no overload, this simply isn't a minion deck and we need space for as much as spells as possible.

Tunnel Trogg - You mad bro? How come you didn't put this OP card with so much overload cards? Simple, it would just take space on board for totems and get removed easily.

Stormcrack - Although very good at removing minions, it can't hit face, so it's off.

Elemental Destruction - We don't need it, we got Spirit Claws and Maelstrom for board control. You think it's enough? I kid you not, it is!

Mana Tide Totem - Card draw we have in this deck is more than enough, so it's really not necessary to have it in deck.

Flamewreathed Faceless - We don't need to many minions in this deck, even powerful ones.

Bloodlust - I did much experimenting with this one as an alternative win condition, but there was no need to use it. Although it's 21 points of damage (at least) with full board, totems are very sensitive, so you can easily suffer if your board is AoEd.

Doomhammer - Our hammer friend is very powerful, but any weapon (especially such an expensive one in a meta where everyone has weapon removal) except OP super-cheap Spirit Claws is a waste of deck space.

Thing From Below - Since we'll be using our hero power A LOT, Thing From Below makes a natural choice since it would be almost always played for 0 cost, but there would be little benefit from it since you'll have a lot of spells for enemy removals at your disposal and probably one or two Taunt totems for slowing the enemy down.

Possible replacements

You can replace one or both Maelstrom Portal with Lightning Strike, but be careful with heavy overload. Make sure you have Lava Shock or Eternal Sentinel to drop after the clear so you don't lose tempo. You have to be ahead all of time to make the combo possible without losing the game.

Fire away if you have any questions! If anyone's interested, i'll post mulligan tips and a guide!