[93% WINRATE] SUPER IN-DEPTH GUIDE Legeind in 1...
- Last updated Nov 28, 2016 (Yogg Nerf)
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Wild
- 18 Minions
- 10 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Midrange Shaman
- Crafting Cost: 6520
- Dust Needed: Loading Collection
- Created: 11/28/2016 (Yogg Nerf)
- krafton
- Registered User
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- 6
- 9
- 24
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Battle Tag:
Зератул#2543/PVA#21769
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Region:
EU
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Total Deck Rating
779
Hello, guys, i'm Daniel and you also know me as Зератул#2543 for my demohandlock deck, which is currently in top 10 decks for Gul'Dan
Well, i haven't played HS for 1 year, since September 2015
I'm from Russia and have NOT really good English speaking, don't swear
DON'T FORGET TO +UPVOTE, please<3
INTRODUCTION
I've just returned this month and take my friends account with all new cards.
Analysed meta, then played a bit from 25->15 rank as Renolock/CW/Druid/Shaman
Well, after a few days(i haven't played, was wathcing Dreamhack) it's 27th November and my friend has't legend card back, so i watched few streams, analysed several shaman versions and made mine best.
Let's talk about winrate and a deck
The main thing is that games are fast for the most part. Match ends usually on turn 9-12.
My deck version is "midrange", like everybody's, but it's much more effective to beat control decks and also it's able to live against aggro secret hunters/zoo warlocks, and after you have controled the board, you can easly pressure your opponent with fire elem/rag on turn 6->8.
From rank 15 -> rank 4 and 3 stars with JUST 2 LOSES. Rank 4/3stars -> Legend 24-2.
CARD CHOICE
Double mana tide
Mana Tide Totem is a minion, which your opponent has to kill as fast as he can, so, usually he waste even large removals, like Hex, Execute, Shield Slam, Fireball and others. Double mana tide is extremely good, because you force your opponent to waste his removals and in you already get a very good value from this card, because it draws a card in the end of your turn.
Fire elemental
Standard veroins of midrange shaman are still weak against Control Warriors and Renolocks. Also in mirror matchups you usually hope for luck, but if you want to take legend as fast as you can, you have to win in mirror matchups allways. Fire Elemental is a great 6 tempo card with pure good stats for the meta, which has to be killed very fast, because it has 6 damage and it's 1/6 of hero health. It's just one, because it's really enough, i can't explain more, because card fits the deck extremely good.
Barnes
Barnes a great legendery with 3/4+1/1 stats like 4/5 for 4 mana. At first, let's see, what we can get from him: Tunnel Trogg, Bloodmage Thalnos, Flametongue Totem, Totem Golem, Mana Tide Totem, Azure Drake, Thunder Bluff Valiant, Fire Elemental, Thing from Below, Ragnaros the Firelord.
As you can see, the most part of card has a great synergy with the deck and then it's Barnes + 1/1 minion(even Mana Tide Totem, Flametongue Totem with 1 attack), which is well-synergised with all cards in our hand. I'll write a bit more about it in matchups.
Ragnaros the Firelord
"By fire be purged!"
Ragnaros the Firelord is a great lategame card and the best comeback card, which can also be summon from Barnes. No more words.
THE GUIDE
I'll explain mulligan and key tips/choices against every deck, which works fine in meta.
Mirror matchup is the last one, because it's the hardest.
Mage
Freezemage
99% lose against good freeze mage mulligan/player :) Has 0-2 with them, lol.
Tempomage
The deck, which can beat us as well, but not mine (:
Met many tempo mages, was lucky sometimes, but they couldn't defeat me.
Mulligan
Tunnel Trogg, Totem Golem, Spirit Claws, Lightning Storm
Trogg can easily kill Babbling Book, also has synergy with 3/4 totem -> 2/3 trogg
Totem Golem is imbalance 4 health minion with 3 attack, which kills Cult Sorcerer, Sorcerer's Apprentice, Acolyte of Pain
AoE to prevent spamming minions, but usually you play it, when he has 2-3 minion on the board and you can play nothing good or just heropower.
Mulligan combos:
Tunnel Trogg + Lightning Bolt seems great. You play trogg on turn 1 then heropower on turn 2 if he doesn't play Mana Wyrm(or kill it with bolt, then on turn 3 heropower/golem 3/4 + bolt or weapon, depends on your hand.
Spirit Claws + Bloodmage Thalnos. You usually don't play Thalnos if he plays nothing on turn 1-2, just spamming golems 3/4 or heropower to 25% spellpower totem from heropower.
The game:
Try to play by curve as good, as you can. Shaman depends on it very much, because can spam different totems from heropower. Try to waste all mana every turn. Play Mana Tide Totem untill turn 7, because it's Flamestrike coming. PLay it when the board is clear. Also u can play Thing from Below with board clear on turn 6-7, because Flamestrike deals 4 damage, not 5; so next turn your opponent has to waste 2 mana for heropower and not play Firelands Portal or Ragnaros the Firelord for tempo for himslef. Try not to play Azure Drake on turn 6-7 if it's not extremely need, because you have to play around AoE.
You have great combos with spellpower, try to get the most value from it.
Always aware of turn 3-5 Flamewaker + coin and others. Keep your removals like: Lightning Bolt+any spellpower/Hex.
Warrior
The game is all about tempo.
Always keep Hex for Sylvanas Windrunner
Play around Brawl
Don't let him to get value from Acolyte of Pain(2-3 cards)
Be aware of Revenge, if he has 1-12 health. It's important to play around this card, because i saw many decks, which plays x2 copies.
Try not to waste Hex for Justicar Trueheart
Sometimes you use your spells and your weapon to down his armour, because of Shield Slam. I have many examples, when warriors had to play heropower + Shield Slam + Execute, instead of simple heropower + Shield Slam, so sometimes it's really important, depends on the current game actually.
Sometimes you try to roll for heal totem from heropower to avoid Revenge/Execute
Mathcup is not really easy, but winable.
Doesn't matter, if it's CW or Dragon/C'Thun warrior. The main difference is of using Hex
Mulligan
Tunnel Trogg, Totem Golem, Spirit Claws, Feral Spirit
Mulligan tips:
Totem Golem and Spirit Claws are very important here, because the Warrior usually has to trade his Fiery War Axe for 3/4 minion or totems, if you have weapon 1/3 played.
Hunter
The hardest matchup, because the have great earlygame and Cloaked Huntress
It's all about getting the board. playing around secrets: Cat Trick, Explosive Trap, Freeze Trap.
Also try to kill ALL BEASTS on the board if your health going down fast and you have to push his face faster.
Btw sometimes you have to Hex your minion to save yourself, that saved me couple of games, really. For the most part, if u have a board and 12+ health, you hex his minions, like Kindly Grandmother, Animal Companion, Savannah Highmane.
Try to control the board and push his face as fast as you can.
Always be aware of Quick Shot + any card if he has 1 card in his hand. Also 5 damage Kill Command if it's beast on the board.
Mulligan
Tunnel Trogg, Totem Golem, Spirit Claws, Feral Spirit, Lightning Storm, Lightning Bolt
No tips, the game is all about your starting hand.
Druid
Actually, it's a strange matchup, because if he has a great starting hand, it's 99% lose, there is no counter, as several streamers said.
Anyway, the main thing is not to keep AoE in hand. Play As many minions as you can, because you don't afraid Swipe.
For the most part you have to 100% control the board, because the spelldruid has very many combos.
Always keep Hex for Malygos/Arcane Giant/Fandral Staghelm if you can't remove it with your minions and spells/Ragnaros the Firelord.
It's easy for the most part, but sometimes could be hard, idk, met only 4 -> wins.
SPAM MINIONS!
Mulligan
Tunnel Trogg, Totem Golem, Spirit Claws, Feral Spirit, Lightning Bolt
Warlock
Zoo
Very easy, because u have Lightning Stormx2, Maelstrom Portalx2
It's all about board control
Use AoE for 3+ minions for the most part.
Combo your AoE with spellpower
Comeback in 1-2 turns
Keep Hex for Darkshire Councilman/Doomguard/Imp Gang Boss
Always kill Malchezaar's Imp/Knife Juggler/Dire Wolf Alpha
Be aware of Doomguard turn 5-7 + Silverware Golem discarded.
Mulligan
Tunnel Trogg, Totem Golem, Spirit Claws, Feral Spirit, Lightning Bolt, Lightning Storm
Mulligan tips
If you have Bloodmage Thalnos, try to combo it with Lightning Storm, Maelstrom Portal.
Reno decks
They all are different
And matchup is not that easy, because he has 3-4 good AoE: 2 damage 3 manaDemonwrath, 3 damage(but hit his face too) 4 manaHellfire, Shadowflame(need to have a minion), Twisting Nether that just kills everything you have.
The game is all about board control and playing around AoE(heal totem and 3-4+ health minions wil help you much!
Keep Hex for Twilight Drake, Mountain Giant, Sylvanas Windrunner, Emperor Thaurissan, Ragnaros the Firelord
Kill all minions, because of Shadowflame
Be aware of Reno Jackson after turn 6+
ALWAYS kill Brann Bronzebeard
Mulligan
Tunnel Trogg, Totem Golem, Spirit Claws, Feral Spirit, Lightning Bolt
Rogue
I met only decks with Malygos
And it's the easiest matchup
Just spam minions, kill his Bloodmage Thalnos, Azure Drake
Be aware of keeping Hex for Edwin VanCleef
Be aware of combo your spellpower to kill 5/4 Tomb Pillager on turn 4+
Usually you use your AoE for 1 minion and it's ok.
Mulligan
Tunnel Trogg, Totem Golem, Spirit Claws, Feral Spirit, Lightning Bolt
Never keep AoE.
Paladin
Met only 2 with much healing, but had no problems. Idk what to write...
Be aware of Hex for big minions, thats all!
Mulligan
Standard: Tunnel Trogg, Totem Golem, Spirit Claws, Feral Spirit
Priest
They still exist? /w me if you found one!
Mirror - Shamans!
At first
Most decks are using Argent Horserider and i used that a bit too, but found it too week, because in mirror matchups you can easily use your Maelstrom Portal or Spirit Claws or even 1/1 totem from heropower to kill it.
The matchup is all about using you AoE to be the most effective, because you comeback in 1-2 turns.
Use Hex for Thunder Bluff Valiant/Thing from Below/Ragnaros the Firelord, but i mostly recommend you to kill Thunder Bluff Valiant with spells and minions. Because mostly it's like: "using AoE + Spirit Claws/using Lightning Bolt
The second main thing is the start. Try to get low drops and play by curve untill turn 5-6.
Be aware of overload. Be aware of HIS overload.
Don't spam the board much with 3-4 health minions, because of his Lightning Storm and Mealstrom portal
Be aware of good 8 mana combo: Azure Drake + Lightning Storm
You have to kill his 3/4 totem, because it's too strong. Usually, if you have Spirit Claws equiped on turn 1, and he plays 3/4 Totem Golem on turn 2, you use heropower first(if you haven't Bloodmage Thalnos, then hit 3/4 -> 3/3 / 3/1, depends on you roll. That makes you able to kill it faster, because he's gonna trade all your heropower totems for the most part if you will not use Feral Spirit on turn 3. Don't play Tunnel Trogg if he has 3 attack minion/spellpower minion or weapon on the board.
You usually play first Lightning Storm when he has 3+ minions(cards, not heropower totems) on the board, like Feral Spirit, Tunnel Trogg, Barnes, Totem Golem, Flametongue Totem. It'll be better if you have spellpower/weapon playable.
FORCE HIM TO WASTE REMOVALS FOR YOUR Mana Tide Totem, it's very important if he has no minions on the board and you play mana tide + heropower instead of Azure Drake, for example.
Late game is all about your trades and skill, huh.
Mulligan
Tunnel Trogg, Totem Golem, Spirit Claws, Lightning Storm, Bloodmage Thalnos + Lightning Storm/Lightning Bolt/Spirit Claws
What do you think about substitution: 1x Mana Tide Totem -> 1x Bloodlust
Why the butthurt duuude? In the game you can chose betwen tryhard or don't, if you are not a tryhard then deal with it and endure the painnnnn.
You can resume, play on curve and bait board clears whit,middle threats, and since the quality of shaman cards its always better,watch to nog to enter topdeck mode so easily
Been really enjoying playing Lava Shock over Fire Elemental. It's more flexible, removes some bad Barnes synergy, and gives you a lot of tricks people don't expect.
Let me give you an example:
Turn 5 you use a Lightning Bolt or a Totem Golem and have some totems on the board. Turn 6 you now have 5 mana and one overloaded. You want to play Feral Spirit or Lightning Storm to protect your totems but that will mess up your turn 7 combo with Thunder Bluff Valiant. Well, you have lava shock so you can do feral + lava shock and now have no overload for turn 7. You ALSO now still have another mana to lay that Spirit Claws.
Turn 4 you have to clear the board and do something like coin, Bloodmage Thalnos (or roll for that lucky spell power totem), Lightning Storm. Turn 5 you have 3 left and you want to kill that big taunt (Druid of the Claw, Thing from Below, Dark Arakkoa) your opponent just played. That's good, because you can now play lightning bolt + lava shock from your hand. What's that? No overload next turn AND two extra mana just showed up? Free hero power! Lava shock can hit face and gets spell damage buffs too so it's ultimately just another direct damage spell.
Another Valiant flip, turn 5 you use Lightning Storm or Feral Spirit. Turn 6 you really want to play that Totem Golem you just drew to get him out for the turn 7 valiant in your hand but that would mess everything up due to the golem's overload. Can't drop the valiant on 6 even to go first because you only have 4! No worries, you have lava shock. You play Totem Golem + Lava Shock (clear that board!) + wait, what!? I ALSO get to hero power now and I'm still set up for a turn 7 Thunder Bluff Valiant + hero power combo!?! What was your Fire Elemental alternative? Well you would have to NOT play overload on turn 5, get 1 more damage than lava spike for all your trouble on turn 6, and have 2 fewer totems out ready to attack when you use thunder bluff valiant on turn 7. He's a 6/5 body too no doubt but he might have already messed you up with Barnes on turn 4 a bit earlier too...
Lava Shock plays well with feral spirit and lightning storm to effectively be "free" but even more interestingly can be used with your 1-overload spells to avoid setting up problems for turn 7 Thunder Bluff Valiant plays or turn 8 Ragnaros the Firelord. If you see it coming you can easily get these 2-for-1 overload removals which really open up the deck. Plus, just a 2 damage for 2 mana spell to clear board can be powerful in such an explosive minion deck. I really don't like Fire Elemental ruining my Barnes play (literally everything else in the deck is not a naked 1/1 off of barnes) and being a pain to play at 6 in a deck that likes to overload a mana or two most turns 5-8. Lava Shock is the flexibility you need to pull those critical turn 7 and 8 plays without overload that define the real power of this deck.
Edit: no I wouldn't run two Lava Shocks nor would I take out pretty much anything else in this deck. Fire Elemental is clearly better if you're stalled out top decking cards but this is an early game board position deck so I don't think that's really your targeted condition. I've seen Bloodlust in this slot or even Jeweled Scarab (no doubt digging for a third lightning storm, feral spirit, or even elemental destruction) but I think Lava Shock is best in slot.
Man, earth shock is not that very good in shaman meta. All situations are different. I'm playing fire ele for 3 damage on turn 6+, but ALSO it's better to use hero power, when you have 2 mana crystal, then combine it with overload in your turns. idk how to explain, but i was thinking about earthshock much, but it's not good enough, because of 1 dmg, which you can up with spellpower, but it's still not really strong.
It's really disappointing to put in all those card links and then have the OP not even recognize what card I'm even talking about. The whole text is about overload.
I know, but i'm really good enough without it.
But I was wondering about making a deck without fire ele and rag, using +2 horserider and maybe change several cards
Anyway, shaman meta will gone in a day
@Krafton : Thank you fore this guide ... I agree when people says that shaman is the cancer of this meta but who can claims to play midrange shaman correctly. For sure it is a deck with more decision than CW.Concerning Mulligan in mirror matchup ,keep tunnel trogg is just a mistake. It is just a lost card against totem golem ,I think you have to reach so far spirit claws and totem golem.Excuse me , english is not my native language.
my main deck is demonhandlock, which is pure hard. Meta is all about shaman and all top100 players are playing shamans only, so why don't you let yourself reach legend rank with this deck and the have fun or push top 100 with any deck you want? I reached legend many times and don't take seriously the ladder untill rank legend.
Click similar decks and notice the ENTIRE PAGE of 100% similarity, but this gets way more views simply because of the clickbait ass title... Yet another exact copy of other midrange decks, and this SUPER IN DEPTH GUIDE is actually just your standard mulligan guide that already exists in tons of other lists on here... downvoted.......
Braindead midrange shaman deck is braindead.
wtf This guy copied my fucking deck even i never published
because your deck is a copy of every single fucking midrange shaman deck in existence, dont act like you came up with some "innovative" new tech ideas that nobody has used
I think i forget to add kappa at the end ;)
kappa kappa
(insert comment about unoriginal cancerous deck that everyone else has posted but is somewhat unique here)
Увы с 5 ранга за 1 день не дойдешь до легенды(
Постарайся уж)
Ultimately, this is the same cancerous Midrange Shaman shell that's been absurdly powerful for a while now. Barnes and Ragnaros the Firelord are logical inclusions I personally haven't seen in the list before, but doesn't seem particularly innovative to be perfectly honest. Especially with such a clickbait-y title.
The only saving grace for this deck is the well-written guide. Definitely a few good insights and neat tricks in there.
Don't forget to copy/paste this deck and call it your own guys! you can even say it has 100% WR.