+4
Favorite this Deck

Elemental Chain Gun Shaman

  • Last updated Feb 13, 2018 (Patches Nerf)
  • Edit
  • |

Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Elemental Shaman
  • Crafting Cost: 7120
  • Dust Needed: Loading Collection
  • Created: 8/24/2017 (Frozen Throne)
View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    24

View 4 other Decks by CrimsonRShadow
BBCode:
Export to

This list is similar to my control D.K. Shaman list but with the added benefit of elemental synergies and Wild cards that result in more value. I played the Spirit Echo variant during Un'Goro, and the deck was pretty good at outlasting and/or overwhelming most opponents. Unfortunately, with the introduction of Death Knights and a revamp to Jade Druid and Quest Mage, you can honestly expect to be outvalued long before you're able to abuse Spirit Echo.

But, in Wild, you can just play Brann Bronzebeard and get battlecry effects immediately without having to play the minions again. Being able to activate Shaman's Death Knight with Brann is especially disgusting when you have a sizable board. And, who doesn't want a casual Pyroblast that also gets you a 2-4 and a 6-6 elemental on the board?

In Standard, Elemental Shaman also struggled to play a proactive two drop without overload. You have your Flametongue Totem and Primalfin Totem, but they're 0-3's when it's said and done. Sure, the abilities are solid, but Primalfin Totem dies to a three-attack minion and doesn't trade with or damage it, and you don't really want to play Flametongue Totem on turn two just to boost your Fire Fly's attack by two; you could coin out the token you get if you're going second, but you're spending the Coin. You have Jade Claws, but you want the ability to play a three-drop next turn. Taking that into consideration, I chose Whirling Zap-o-matic to fill the two-drop spot. It doesn't have as many stats as Totem Golem, but it doesn't overload you either. And, since Elemental Shaman is traditionally defensive, it doesn't hurt (well, only hurts your opponent) to have an early offensive threat you're almost forcing your opponent to use removal on. And, there's a slim chance it survives long enough to deal a casual twelve damage with Bloodlust. It's probably not going to happen, but it has single-handedly won me a game before.

Rumbling Elemental may not seem that good at first, but after factoring in all the battlecries you run coupled with the other four-drop elementals not being that good by themselves outside of Fireguard Destroyer, I consider it the best fit. For me, Fireguard Destroyer suffers the same problem Totem Golem had in that despite its better stats, it also has overload. With Rumbling Elemental, you get the ability to activate and play Servant of Kalimos the following turn and if it survives, an additional two damage that turn. To me, I feel this line of play fits the curve better and provides more value over time, which is what this deck focuses on and tries to achieve.

I don't want to water down my standard on puns, but eventually, you hit rock bottom once you've burned through the good ones. And, I certainly wouldn't want mine to become air-rid. Yeah, have fun.

-BloodEclipse

Edit:
Thrall, Deathseer -> Grumble, Worldshaker

So, the latest expansion added a lot of understatted minions relative to their cost. Devolve got a lot better, but Thrall, Deathseer got a lot worse. Grumble, however, is just good. It's a six-mana elemental in the worst case and a combo enabler with Brann in the best case. The core idea remains the same: Abuse those battlecries.