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The Elemental Lords (ft. Reno Jackson)

  • Last updated Jul 10, 2017 (Quest Rogue Nerf)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Elemental Shaman
  • Crafting Cost: 13600
  • Dust Needed: Loading Collection
  • Created: 7/10/2017 (Quest Rogue Nerf)
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  • Battle Tag:

    Buttchouda#1482

  • Region:

    US

  • Total Deck Rating

    51

View 3 other Decks by Buttchouda
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The Elemental Lords

Introduction
This is a deck that I built a couple months ago now and have found it to be quite successful in wild. I'm no pro player so I can't vouch for Legend "viability", but it is definitely a fun deck that can pull off some greedy wins.

I apologize if another deck very similar to this one already exists here - I don't think this really brings anything too "new" to the table (except maybe how greedy it is). I'll start off with just a quick guide and maybe revisit this when I find time :)

This deck came to be as I was mostly just curious how a deck with all of the (awesome) Elemental Lords would perform. My initial iteration was not a Reno deck and I found it to be largely unsuccessful. I think Shaman has so many great tools that making the deck into a Reno variant not only makes the deck more fun to play (purely subjective, but I love having options!) but also greatly improved the ability to be flexible around your opponent's deck.

Play Style
This deck plays very much like your average control deck, while also trying to lay down an elemental each turn to ensure a combo can happen next turn if need be.

Win Conditions
In general, there are two ways you're going to win:

  1. Stay alive using your control tools and win the game of attrition using your multiple late-game finishers.
  2. If your opponent appears to be playing an even greedier deck than you, start pushing for damage using your powerful mid-range elementals.

Things to Keep in Mind
This deck has lots of heals and value. Don't be overly greedy and skip over a heal only to die to a 15 damage finisher the turn after.

I've also found myself playing Ragnaros on-curve very often, even with a sub-optimal board state for my opponent. Giving your opponent powerful minions to remove each turn will slow the game down enough to pull ahead at the end. Not to mention it's much better to have used the cards and have them removed and end up losing with all of your late-game threats in-hand because you were waiting for a turn to get full value out of them.

Mulligan
The mulligan of this deck is pretty flexible, you just don't want to be caught with more than one of your finishers in hand at the start. So far I've had no problem with this. Some of the best performing cards I've had at the start of the game are:

  1. Stormcrack
  2. Crackle
  3. Tidal Surge
  4. Tar Creeper
  5. Lightning Storm
  6. Igneous Elemental
  7. Ancestral Knowledge
  8. Volatile Elemental

Of course, Reno Jackson is always a good card to ensure is in hand but largely unneeded early on as you'll usually draw into enough other tools to keep yourself alive long enough to draw him. Simply: Keep him in hand if you happen to get him, but there is no need to hard-mulligan for him.