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(MSOG) Concede Shaman Guide

  • Last updated Dec 9, 2016 (Gadgetzan)
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Wild

  • 8 Minions
  • 22 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Shaman
  • Crafting Cost: 7760
  • Dust Needed: Loading Collection
  • Created: 12/10/2016 (Gadgetzan)
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  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    1

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Hi, my name is Kraljdred, and this my guide for the Concede Shaman deck. I have been playing this deck since late WOTOG to climb the ladder to rank 5. The goal of the deck is to have 100% win rate against pirate warrior and mostly skill matchups vs other control decks.


Lightning Bolt Standard single target removal, kills Troggs, Bloodsail Raiders, Konkron Elites and other targets.

Ancestral Knowledge The first of many underused shaman cards in this deck. Drawing 2 cards for the price of 2 Overload is no issue in control matchups, and vs aggro you will probably draw into AOE removal, heal or taunt minion.

Ancestral Spirit MVP of the deck. Playing this on White Eyes or Earth Elemental is insta win vs pirate warrior, and against certain match ups.

Lava Shock We are playing 14 Overload cards, so we use this to free up the mana.

Maelstrom Portal Nice cheap AOE for those 1 hp pirates and druid tokens, gets even better with some spellpower.

Elemental Destruction Players will expect you to play Lighting Storms and Portals, however nobody plays around this card. This will clear any normal board, N'zoth summons, cloaked Gadgetzan Auctioneers and much more. Unlike other more expansive board wipes, this only costs 3 mana, leaving you with powerfull follow plays, or you can unlock the overload with lava shock.

Far Sight There are many excellent targets for the mana discount. Hitting board removal, Hallazeal, big creatures or ancestral spirit will give you massive combo potential early on. Also works as an another card draw for the deck.

Feral Spirit The new edition for the pirate warriors. Having 2 taunts on the field wastes a lot of their damage and gives you time to set up a winning hand. Against control they are bodies on the field.

Healing Wave 1 of the reasons for the 100% win ratio vs pirate warrior, this will always heal 14 hp in the pirate matchup, but also in many other matchups. However, this does limit us from playing Bloodmage Thalnos and some other minions. Mostly useless in control battles.

Hex Your ace card vs control matchups. Your number 1 target for this is Sylvanas Windrunner, you do not want to have a giant Ancestral Spirit minion on board and then have it taken because of her.

Lightning Storm The "medium" board clear.

Azure Drake Card draw and Spell Power, its a no brainer.

Earth Elemental Main minion in the deck, this by itself is a tough monster to kill for aggro decks, but with Ancestral Spirit, it becomes a victory condition.

Hallazeal the Ascended Good body, even more massive healing, you can even save him when playing Elemental Destruction with Ancestral Spirit.

White Eyes The newcomer of the set, this card at the very worst is a taunt body, reduces fatigue by 1 and gives you a giant 10/10 taunt later. However, with all the draw cards and Ancestral Spirit this can go out of control. Prime victory condition vs fatigue type decks.

Arcane Giant With 22 spells in the deck Arcane Giant is a easy include in the deck, the tempo swing from dropping a 0 cost 8/8 is massive and it can also survive Elemental Destruction board clears. This card also makes Healing Wave and Ancestral Spirit work much better.


Other card choices:

Elise Starseeker I played with this card for a long time, however my conclusion is games generally do not go to fatigue enough for her effect to matter, and even if it does, there are too many terrible legendary minions that you can get. Skip

Yogg-Saron, Hope's End Since the nerf this is way to risky to play, most of the times he will overdraw you making you mill important combo pieces from the deck. Or he will Hex himself and do nothing. Even if he does the best he can, since we are running so many Overload cards, having 10 mana is not an easy task. Skip this one.

Devolve Having 6 AOE board clears, Lightning Bolts and Hex you would think that this would be a good fit for the deck. However, in my games the card was mostly floating in the hand, and when I could play it, i would still need an Elemental Destruction to clear the board. Skip

Finders Keepers Really good card for the deck, it enables a turn 1 play, gives you more Elemental Destructions or Earth Elementals, most other overload cards are really good (except Jade Claws). If aggro warrior declines i would play this instead Feral Spirit.

Jinyu Waterspeaker Fills the 4 mana slot void, heals you and has a good body. Possible replacement for Healing Wave. Currently you need those 14HP heal for the pirate warrior, in a more control meta a good choice.

Charged Hammer Played a lot of games with this one, while using all of the durability on the hammer is very possible, even faster if a Acid Ooze or Harrison is played, my finding is that having a 2 damage ping is not all that better then the totems, since spellpower is very important for the deck.

Sylvanas Windrunner Have not tried her, however in theory should work wonderfully with Ancestral Spirit, improves Healing Wave and is a excellent bait for removal. On the flip side it does make a terrible match up ( Priest ) even worse. Would try her instead of Hallazeal

Faceless Manipulator Win more card, a single Ancestral Spirit on a minion is enough for the win, this just makes for a flashy victory, but otherwise a dead card in your hand.


Matchups:

Pirate Warrior:  Free win, we have so many healing and taunts, there is no way to lose this. The only problem card here is Frothing Berserker, but we can use board clears or Hex. Once you Ancestral Spirit White Eyes or Earth Elemental its over.

Jade Druid: This is the reason we are running as much card draw as we could fit, you win this by playing Ancestral Spirit on a Earth Elemental or Arcane Giant before the Jade Statues get too big. Remove Brann Bronzebeard and Fandral Staghelm on sight. Mostly a balanced matchup

Dragon Priest: Our weakest matchup, baiting removal before playing Ancestral Spirit is very hard, since most run double Shadow Word: Death and Entomb. Not only that, but the new Drakonid Operative can steal our Hexes or White Eyes, making this matchup even harder. The best way to deal with this is to just make risky plays, if your Ancestral Spirit minion gets Entomb, oh well, cant do much against that.

Reno Warlock: The problem in this matchup is the same problem that every control deck has: "Lord Jarraxus". Try to set up your board before Jarraxus hits the field, otherwise its almost impossible to win from that point on.

Zoolock: Easy win, we are running so many board clears, you can just wipe them over and over, while not losing your card advantage. Once Earth Elemental hits the board, its over.

Midrange Hunters: Use your hexes on Savannah Highmane and Sylvanas Windrunner, soak up freezing traps with Arcane Giants or 1/1 totem, and it should be a easy match.

Miracle Rogue: While Saps are really annoying to deal with, the fact that Elemental Destruction will kill the Gadgetzan Auctioneer no matter what makes this matchup managable.

Midrange Shaman: Hex is the big problem here, however you have the time to bait them out thanks to Elemental Destruction and healing. While you can wait for both Hexes to be played and then go for the combo, you can also win this by board wiping the field with Elemental Destruction and then use the rest of your mana for massive tempo Arcane Giants and taunt minion. Favorable matchup.

Freeze Mage: I would consider surrendering on the spot, with 0 board pressure early on and no real burst damage from spells I dont see this one working out.


Card Tips and mulligans:

Vs Warrior: Keep any Healing Waves and removal, getting an Earth Elemental is also acceptable. Do not keep card draw cards or Arcane Giants.

Vs Control: We want as many card draw and combo pieces as possible, AOE is acceptable, healing and low damage removal is mostly dead here.

When using Ancestral Spirit, watch out for non kill removals like Polymorph, Hex and Entomb. Since we have 5 giant minions you can bait those effects, then dump Ancestral Spirit on the remaining minion.

If you going to use Healing Wave, make sure you use it first before using draw more cards. That way you have a higher chance of leaving an Arcane Giant in the deck for the Joust proc. Also don't forget you can heal your minions with Healing Wave.

If you are in a difficult spot vs pirate warrior, consider playing Ancestral Spirit on a small taunt minion like Spirit Wolf or the Taunt Totem, you can even Hex you own totem if it will block an incoming attack.


Thank you for reading this and I hope you have fun using this deck.