I am a Legend player in EU and created a shaman deck with a lot burst damage included. My inspiration i got from Diamonds Warlock deck, check out here. This Shaman deck is really fast and powerful and you win even from impossible positions.
Cards you want to have in your starting hand: Argent Squire, Leper Gnome, Knife Juggler, Dire Wolf Alpha (One 2 mana minion is enough).
Now how to play this deck? Generally this deck has 2 stages. Similar like in Diamonds Warlock you want to do as much damage as possible but with trading well. You do not need to trade everytime, but you need to recognize the minions which need to be taken out. Them are generally obvious.
Meanwhile you keep your burst & charge cards in your hand. At a point you start the second stage. You need to get the feeling when to start with it. In the second stage you charge and burst your opponent down, with at times incredible damage with Windfury/Rockbiter/Flametongue combinations.
Important is to know this deck very well and to use your cards wise. This means you must know what your cards are for, which is probably not as obvious as some poeple might think. For example you do want to keep your Earth Shock for removing taunts which keep you from lethal, and not use them to take out minions. Same time the Rockbiter is a burst card, which you use to power your minions up for lethal, and not a removal.
The weakness of this deck seems to be that there is no draw at all. I've thought about if i should include a Mana Tide Totem, but imo it takes too much tempo out without making more dmg. Since we have minions like the Flametongue and Dire Wolf we can change our totems to active minions and let them play an important role to lower the health of your opponent. You'll be surprised how little you need to take down the health. Even a Bluegill can be extreme powerful with a combination of two Rockbiters + Windfury, thats 16 damage at 6 mana, would be 24 damage with Leeroy at 8 mana. You'll get the point. I'm thinking about if a Doomhammer would make sense in this deck. Need to test it out.
To play this deck with style, you need to scream "Geronimo!!" everytime you do a massive burst attack to finish of your opponent :)
If you have any questions feel free to ask. If you like this deck feel free to like it!
Why not rather call it Zoo Shaman? It's just like Zoo Warlock with Shaman cards lol
I like the idea, but what really makes Zoo strong is the Warlock draw power. I doubt it works with Shaman, tried that before and it did not.
Haha. The difference between Zoo is that you are not ultimately fighting for the board control. You are not going to snowboard the board, you only looking for a good start to be able to make damage and take out important minions. The rest is preparing for the lethal more or less. Nontheless the missing draw power is of course troublesome, but on the other hand you have better buffs with minions like Flametongue and bigger burst with Windfury.
I like the idea, but need some tweakings. May add 2 x coldlight oracle for card draw. I feel that feral spirits are also needed, the card is just too good to be ignored. Thalnos/Kobold for burst spell damage. + 1 lightning bolt, its good for both burst and removal. -1 stormforge axe not needed since it takes too many turn, having 2 = dead card.
I like the idea, but need some tweakings. May add 2 x coldlight oracle for card draw. I feel that feral spirits are also needed, the card is just too good to be ignored. Thalnos/Kobold for burst spell damage. + 1 lightning bolt, its good for both burst and removal. -1 stormforge axe not needed since it takes too many turn, having 2 = dead card.
Feral Spirit is something worth to think about, but giving up the Rockbiter is not good, it creates too much burst to leave it out, since you win this with burst its essential.
The op part of zoo is that they wont run of cards, with this.. well.. GL.
Ive mentioned before that this is not a zoo deck and does not play like one. Zoo trades, clears the board while snowballing up, providing every round a bigger threat on board. Here you trade only against important opponent while damaging the opponents hero enough to kill him with burst. Its okay if your opponent has still 20 health, makes no difference. Your burst can handle it.
I would dump wolfriders or arcane golems for feral spirits, and Id would also remove somethingelse(a stormforged axe prolly) for a second lightning bolt....
You have 7 charge cards and them are reallyx essential, since them are the targets for the rockbiter + windfury combo. even a bluegill can this way do 16 damage pretty easy, arcane and wolves even more.
I would instead dumb out a lightning bolt for wolves. the bolts are not that essential to this deck. Thinking about if i should change a Stormforge Axe with Doomhammer, would lead to a lot damage later on too.
Just tried this deck for a few matches. It lost tempo to zoo due to their cheap 0/4 and 1/3 taunt. As expected, deck runs out of steam very quickly and stopped considerably by taunts. When opponent got argus down on 2 minions, you know it's GG.
this deck doesnt make any sense, its completely faceless you can play it with like every class. all the small minions will just cancel out your Totemic Call. as already mentioned above it will run out of steam way to fast.
shaman atm is a almost slow class (okay not that slow as a druid:P) and i think he will still be the whole game.
this deck (witch some variations) can only be played with hunter due to Unleash the Hounds or Walock due to Life Tap
Of course it makes sense. As mentioned you finish your opponent with burst damage. IF you can throw out a +20 burst you do not need board control for it. Your early minions have one aim: To clear obvious threats, interact a bit and most essential lower the health of the opponent. To call shaman a slow case makes less sense, since it has probably the biggest burst cards in between all classes, you can even throw out a 30 dmg combo on an empty field.
Looking at the deck, it looks and feels like a perfect storm. by that I mean, if you do not draw perfect and your opponent draws bad, you lose. The way modern aggro is this has a very hard time standing up to it (zoo and hunter). By standing on the, "20 points of burst" box, you put yourself in a corner that is hard to get out of. Listen to what all these people are saying, it is positive input in reality. If you did not want the criticism on how it is bad and how it needs to change, why would you post the deck.
When you are looking at a deck idea, you have to look at how it fairs to zoo and hunter right now. Clearly this deck just looses to zoo by simply getting multiple taunts on the board, and to hunter by trying to race it, both of which the decks do very well. You need more card draw, mana totems would be a great addition, which would probably push this deck to more of a mid range deck. Just consider the things mentioned instead of just turning the ideas away quickly.
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I am a Legend player in EU and created a shaman deck with a lot burst damage included. My inspiration i got from Diamonds Warlock deck, check out here. This Shaman deck is really fast and powerful and you win even from impossible positions.
Cards you want to have in your starting hand:
Argent Squire, Leper Gnome, Knife Juggler, Dire Wolf Alpha (One 2 mana minion is enough).
Now how to play this deck? Generally this deck has 2 stages. Similar like in Diamonds Warlock you want to do as much damage as possible but with trading well. You do not need to trade everytime, but you need to recognize the minions which need to be taken out. Them are generally obvious.
Meanwhile you keep your burst & charge cards in your hand. At a point you start the second stage. You need to get the feeling when to start with it. In the second stage you charge and burst your opponent down, with at times incredible damage with Windfury/Rockbiter/Flametongue combinations.
Important is to know this deck very well and to use your cards wise. This means you must know what your cards are for, which is probably not as obvious as some poeple might think. For example you do want to keep your Earth Shock for removing taunts which keep you from lethal, and not use them to take out minions. Same time the Rockbiter is a burst card, which you use to power your minions up for lethal, and not a removal.
The weakness of this deck seems to be that there is no draw at all. I've thought about if i should include a Mana Tide Totem, but imo it takes too much tempo out without making more dmg. Since we have minions like the Flametongue and Dire Wolf we can change our totems to active minions and let them play an important role to lower the health of your opponent. You'll be surprised how little you need to take down the health. Even a Bluegill can be extreme powerful with a combination of two Rockbiters + Windfury, thats 16 damage at 6 mana, would be 24 damage with Leeroy at 8 mana. You'll get the point. I'm thinking about if a Doomhammer would make sense in this deck. Need to test it out.
To play this deck with style, you need to scream "Geronimo!!" everytime you do a massive burst attack to finish of your opponent :)
If you have any questions feel free to ask. If you like this deck feel free to like it!
This is like winning by top decking. Hell with that low mana curve and 0 card draw you will have no card by T6.
Haha. The difference between Zoo is that you are not ultimately fighting for the board control. You are not going to snowboard the board, you only looking for a good start to be able to make damage and take out important minions. The rest is preparing for the lethal more or less. Nontheless the missing draw power is of course troublesome, but on the other hand you have better buffs with minions like Flametongue and bigger burst with Windfury.
what about feral spirits?, they will protect the other minions and can also dish a lot of damage with flametongue/wolf.
I like the idea, but need some tweakings. May add 2 x coldlight oracle for card draw. I feel that feral spirits are also needed, the card is just too good to be ignored. Thalnos/Kobold for burst spell damage. + 1 lightning bolt, its good for both burst and removal. -1 stormforge axe not needed since it takes too many turn, having 2 = dead card.
The op part of zoo is that they wont run of cards, with this.. well.. GL.
Feral Spirit is something worth to think about, but giving up the Rockbiter is not good, it creates too much burst to leave it out, since you win this with burst its essential.
Ive mentioned before that this is not a zoo deck and does not play like one. Zoo trades, clears the board while snowballing up, providing every round a bigger threat on board. Here you trade only against important opponent while damaging the opponents hero enough to kill him with burst. Its okay if your opponent has still 20 health, makes no difference. Your burst can handle it.
I would dump wolfriders or arcane golems for feral spirits, and Id would also remove somethingelse(a stormforged axe prolly) for a second lightning bolt....
You have 7 charge cards and them are reallyx essential, since them are the targets for the rockbiter + windfury combo. even a bluegill can this way do 16 damage pretty easy, arcane and wolves even more.
I would instead dumb out a lightning bolt for wolves. the bolts are not that essential to this deck. Thinking about if i should change a Stormforge Axe with Doomhammer, would lead to a lot damage later on too.
Just tried this deck for a few matches. It lost tempo to zoo due to their cheap 0/4 and 1/3 taunt. As expected, deck runs out of steam very quickly and stopped considerably by taunts. When opponent got argus down on 2 minions, you know it's GG.
Of course it makes sense. As mentioned you finish your opponent with burst damage. IF you can throw out a +20 burst you do not need board control for it. Your early minions have one aim: To clear obvious threats, interact a bit and most essential lower the health of the opponent. To call shaman a slow case makes less sense, since it has probably the biggest burst cards in between all classes, you can even throw out a 30 dmg combo on an empty field.
Looking at the deck, it looks and feels like a perfect storm. by that I mean, if you do not draw perfect and your opponent draws bad, you lose. The way modern aggro is this has a very hard time standing up to it (zoo and hunter). By standing on the, "20 points of burst" box, you put yourself in a corner that is hard to get out of. Listen to what all these people are saying, it is positive input in reality. If you did not want the criticism on how it is bad and how it needs to change, why would you post the deck.
When you are looking at a deck idea, you have to look at how it fairs to zoo and hunter right now. Clearly this deck just looses to zoo by simply getting multiple taunts on the board, and to hunter by trying to race it, both of which the decks do very well. You need more card draw, mana totems would be a great addition, which would probably push this deck to more of a mid range deck. Just consider the things mentioned instead of just turning the ideas away quickly.