I played some overload Questline Shaman in Wild just to play 3 games as Shaman.
I ended up playing maybe 10 and I think I won them all.
The Dew Druids matchups were ROFL funny. Give me cards? Sure. You can naturalize my frog if you like, with you giving me draw I don't need the frog. Overload Shaman can easily do 80+ damage from hand, but I've done 130 damage with planning.
I think this meta pushed out many of the bad matchups like Pillager Rogue which it is said has real trouble with Theotar and Secret Mages.
I find it odd I had so much success with this deck, I expected it to be terrible.
I like jank. Overload shaman is definitely a janky deck for sure. Shaman has always been fun in general. Certainly a tonne of deversity when it comes to deck building.
It's funny that rastakhans rumble was one of the worst expansions ever, yet it gave combo shaman decks the best draw engine possible. You can easily kill your opponent the turn you drop your quest reward, because double overload=double debt damage
There's a lot of hidden gems in Wild, I'm glad you're having success with one. Standard on the other hand only has a couple of decent deck combinations possible and people have to wait for nerfs every week to play different decks.
Mill Druid being meta is actually hilarious because it isn't even that powerful compared to other Druid decks. Sure, give me my ramp cards lmfao
I got legend with quest overload shaman twice this year, I think that it's quite bad in the current meta.
Pirates: draw board clears in the first 3 turns or you're dead (that's always been a thing though)
Curse/disrupt lock: serious risk of overdraw, dirty rat screws your frogs
Quest mage: is usually faster than you + ice block is a nightmare
Secret mage: too fast, anti-minion secrets make the deck unplayable
Bomb rogue: faster than you
Pillager rogue: faster than you
Miracle rogue: draw freezes + devolve for edwin or you're dead
Theotar: will steal a combo piece, it will take time to draw the second (if you play two)
Even shaman: draw two devolves or you're dead
My version is made for consistency. I have experimented with Multicasters, Meat Wagons, Drek'Thar, but this works better. You might swap the neutrals for an extra copy of Bioluminescence to play around Theothar, but Sphere turn 1 is simply too good.
Finley is useful when your hand is full and high-costed at turn 4 or 5, so you can swap those cards for 0 mana spells (i.e. 2nd frog, storm, lava shock, etc.) and complete your quest by restarting the frog draw cycle.
This usually gets the quest done by turn 6 or 7, depending on draws, AND plays Bru'Khan in the same turn (Mutanus, Theotar, Rat). By turn 8 you can usually do 50-60 damage. Anything slower and you will die to big priest, which is a very large part of the meta.
Pirates: draw board clears in the first 3 turns or you're dead (that's always been a thing though)
Curse/disrupt lock: serious risk of overdraw, dirty rat screws your frogs
Quest mage: is usually faster than you + ice block is a nightmare
Secret mage: too fast, anti-minion secrets make the deck unplayable
Bomb rogue: faster than you
Pillager rogue: faster than you
Miracle rogue: draw freezes + devolve for edwin or you're dead
Theotar: will steal a combo piece, it will take time to draw the second (if you play two)
Even shaman: draw two devolves or you're dead
Maybe this is a better discussion than I thought.
Pirate Rogue -- I've been beating them on a regular basis. Even Shaman - Beating them on a regular basis Curse Warlock - I'm either undefeated against them or lost once. Miracle Rogue - The matchup is tight. Theotar - Can't steal 'combo piece" because I have something on board they must kill, like a frog or --- as funny as it seems I often have board around 5 mana. The others: agree
When I face a Rogue, if they have 40 mana or play a Pirate on first turn, I'm ready to go. Warlock -- love it!
Now apparently my deck is a little bit different: I do not run Devolve, this is not a "minions meta" to me. I run 1 schooling to fight for board without overload (also to pad my hand after possible Theotars).
Pirates: draw board clears in the first 3 turns or you're dead (that's always been a thing though)
Curse/disrupt lock: serious risk of overdraw, dirty rat screws your frogs
Quest mage: is usually faster than you + ice block is a nightmare
Secret mage: too fast, anti-minion secrets make the deck unplayable
Bomb rogue: faster than you
Pillager rogue: faster than you
Miracle rogue: draw freezes + devolve for edwin or you're dead
Theotar: will steal a combo piece, it will take time to draw the second (if you play two)
Even shaman: draw two devolves or you're dead
Maybe this is a better discussion than I thought.
Pirate Rogue -- I've been beating them on a regular basis. Even Shaman - Beating them on a regular basis Curse Warlock - I'm either undefeated against them or lost once. Miracle Rogue - The matchup is tight. Theotar - Can't steal 'combo piece" because I have something on board they must kill, like a frog or --- as funny as it seems I often have board around 5 mana. The others: agree
When I face a Rogue, if they have 40 mana or play a Pirate on first turn, I'm ready to go. Warlock -- love it!
Now apparently my deck is a little bit different: I do not run Devolve, this is not a "minions meta" to me. I run 1 schooling to fight for board without overload (also to pad my hand after possible Theotars).
Honestly, until typing in my deck, I didn't know I had only 1 crackle but it works.
Don't get me wrong, all of those matchups are possible (the worst for me is no doubt even shaman though, they always seem to have a bunch of 5 health totems by turn 3 or 4), but they are still draw dependant specially on your end.
Another one that's pretty bad is honestly curse lock, their minions health (4 or 5) line up badly with my removals and their curses clog my hand so I can't utilize frogs properly. Watchposts are also somewhat annoying, if I don't have a lightning bolt immediately they become an issue.
A pirate rogue on a good draw when you can't hit aoe or card draw is still pretty bad, although it's not a disastrous matchup, two weapons in a row means taking 16-20 damage almost guaranteed (turn 3/4/5/6 and maybe 7), so the minions only need to deal 10-14 total; the 2/5 is gonna require two removals most of the times. Without the tempo from zap + beakered + overdraft it's hard to get a frog down.
Without a good aoe hit they have more minions than you have spells for...
Consider that I played over 200 games with this deck in many iterations, so I had many chances for things not to go my way. I have had good streaks of 9-10 wins, but I've also encountered 4 to 5 big priests in a row at times, that is another reason why I fitted the devolves, so that I compromise their ress pool, that makes things easier after turn 4-5.
I've played with schooling (I love that card) aswell, but it makes my hand too big and playing minions offers targets to decks like quest mage or miracle rogue that need minion targets for their spells.
If you have any kind of replay vs. even shaman or curse lock I'd gladly watch it, perhaps I'm doing something wrong that I haven't figured out yet.
I've played with schooling (I love that card) aswell, but it makes my hand too big and playing minions offers targets to decks like quest mage or miracle rogue that need minion targets for their spells.
Keep fishes in hand. They have rush.
I do not play the deck perfectly, I've probably played 30-35 games with it in the last few days.
I'm still learning, but Warlock does not require much of a combo, they are never anywhere near 40 health, usually in the 20 range where Bioluminence is not usually needed.
I keep a frog, draw .. if I am on coin, I do not keep 0 cost cards because I have coin. I prioritize keeping Finders Keepers, Scalding Geyser and I count/plan every turn. Sometimes I still blow it. A frog on board sometimes leads to a full hand and then I don't get the quest reward, so I play careful.
I think because I haven't mastered the deck completely, I like it more since I am still learning it.
I've played with schooling (I love that card) aswell, but it makes my hand too big and playing minions offers targets to decks like quest mage or miracle rogue that need minion targets for their spells.
Keep fishes in hand. They have rush.
I do not play the deck perfectly, I've probably played 30-35 games with it in the last few days.
I'm still learning, but Warlock does not require much of a combo, they are never anywhere near 40 health, usually in the 20 range where Bioluminence is not usually needed.
I keep a frog, draw .. if I am on coin, I do not keep 0 cost cards because I have coin. I prioritize keeping Finders Keepers, Scalding Geyser and I count/plan every turn. Sometimes I still blow it. A frog on board sometimes leads to a full hand and then I don't get the quest reward, so I play careful.
I think because I haven't mastered the deck completely, I like it more since I am still learning it.
Sorry, I meant over 200 wins... not games :D I might experiment again on a version with double Schooling, that should help greatly with secret mage aswell.
Playing that deck without a deck tracker is very impressive. I find I'm checking my remaining cards list and planning 2 to 3 turns ahead of time for what I'm gonna do.
200 wins -- nice! That's quite some experience/success with the deck.
I've tweaked the deck elimating schooling and lavashock, adding investment opportunity x 1 and perpetual flame x 1 (perpetual flame is great for getting overdraft to do a ton of damage).
I've been killing it on ladder. Despite conceding against all mages, there are so many auto-wins with this deck it is crazy. Most losing ganes involve a frog never showing (which is rare) or opponent using Loetheb or Skulking Geist to impair the setup for lethal and they tend to be always be "I needed one more turn" losses.
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I played some overload Questline Shaman in Wild just to play 3 games as Shaman.
I ended up playing maybe 10 and I think I won them all.
The Dew Druids matchups were ROFL funny. Give me cards? Sure. You can naturalize my frog if you like, with you giving me draw I don't need the frog. Overload Shaman can easily do 80+ damage from hand, but I've done 130 damage with planning.
I think this meta pushed out many of the bad matchups like Pillager Rogue which it is said has real trouble with Theotar and Secret Mages.
I find it odd I had so much success with this deck, I expected it to be terrible.
Sounds interesting. Always enjoyed overload shaman. Mind shooting a deck list? Would love to try out your version.
Keep up the good work!
My list is basically the standard issue one. Yes it runs Drekthar as a 3rd way to get the frog. Just 2 frogs and Drekthar = 3 minions.
Nothing special about the list at all, any of the overload shaman decks running 3 minions would be about the same as mine.
Funny you say you like playing it. Actually it's not my style,.
But I keep doing it laughing at the Druids that did nothing for 8 turns not even playing a minion get lightning bolts in the face and die
I like jank. Overload shaman is definitely a janky deck for sure. Shaman has always been fun in general. Certainly a tonne of deversity when it comes to deck building.
It's funny that rastakhans rumble was one of the worst expansions ever, yet it gave combo shaman decks the best draw engine possible. You can easily kill your opponent the turn you drop your quest reward, because double overload=double debt damage
There's a lot of hidden gems in Wild, I'm glad you're having success with one. Standard on the other hand only has a couple of decent deck combinations possible and people have to wait for nerfs every week to play different decks.
Mill Druid being meta is actually hilarious because it isn't even that powerful compared to other Druid decks. Sure, give me my ramp cards lmfao
I got legend with quest overload shaman twice this year, I think that it's quite bad in the current meta.
My version is made for consistency. I have experimented with Multicasters, Meat Wagons, Drek'Thar, but this works better. You might swap the neutrals for an extra copy of Bioluminescence to play around Theothar, but Sphere turn 1 is simply too good.
Finley is useful when your hand is full and high-costed at turn 4 or 5, so you can swap those cards for 0 mana spells (i.e. 2nd frog, storm, lava shock, etc.) and complete your quest by restarting the frog draw cycle.
This usually gets the quest done by turn 6 or 7, depending on draws, AND plays Bru'Khan in the same turn (Mutanus, Theotar, Rat). By turn 8 you can usually do 50-60 damage. Anything slower and you will die to big priest, which is a very large part of the meta.
My comments refer mostly to the wild format.
Maybe this is a better discussion than I thought.
Pirate Rogue -- I've been beating them on a regular basis.
Even Shaman - Beating them on a regular basis
Curse Warlock - I'm either undefeated against them or lost once.
Miracle Rogue - The matchup is tight.
Theotar - Can't steal 'combo piece" because I have something on board they must kill, like a frog or --- as funny as it seems I often have board around 5 mana.
The others: agree
When I face a Rogue, if they have 40 mana or play a Pirate on first turn, I'm ready to go.
Warlock -- love it!
Now apparently my deck is a little bit different: I do not run Devolve, this is not a "minions meta" to me. I run 1 schooling to fight for board without overload (also to pad my hand after possible Theotars).
Honestly, until typing in my deck, I didn't know I had only 1 crackle but it works.
Don't get me wrong, all of those matchups are possible (the worst for me is no doubt even shaman though, they always seem to have a bunch of 5 health totems by turn 3 or 4), but they are still draw dependant specially on your end.
Another one that's pretty bad is honestly curse lock, their minions health (4 or 5) line up badly with my removals and their curses clog my hand so I can't utilize frogs properly. Watchposts are also somewhat annoying, if I don't have a lightning bolt immediately they become an issue.
A pirate rogue on a good draw when you can't hit aoe or card draw is still pretty bad, although it's not a disastrous matchup, two weapons in a row means taking 16-20 damage almost guaranteed (turn 3/4/5/6 and maybe 7), so the minions only need to deal 10-14 total; the 2/5 is gonna require two removals most of the times. Without the tempo from zap + beakered + overdraft it's hard to get a frog down.
Without a good aoe hit they have more minions than you have spells for...
Consider that I played over 200 games with this deck in many iterations, so I had many chances for things not to go my way. I have had good streaks of 9-10 wins, but I've also encountered 4 to 5 big priests in a row at times, that is another reason why I fitted the devolves, so that I compromise their ress pool, that makes things easier after turn 4-5.
I've played with schooling (I love that card) aswell, but it makes my hand too big and playing minions offers targets to decks like quest mage or miracle rogue that need minion targets for their spells.
If you have any kind of replay vs. even shaman or curse lock I'd gladly watch it, perhaps I'm doing something wrong that I haven't figured out yet.
My comments refer mostly to the wild format.
i play on an ipad, sadly deck trackers don't/can't exist there. so I can't do a replay afaik
Just beat yet another curse warlock, first time filling my hand using schooling to do it. turn 8 win.
Keep fishes in hand. They have rush.
I do not play the deck perfectly, I've probably played 30-35 games with it in the last few days.
I'm still learning, but Warlock does not require much of a combo, they are never anywhere near 40 health, usually in the 20 range where Bioluminence is not usually needed.
I keep a frog, draw .. if I am on coin, I do not keep 0 cost cards because I have coin. I prioritize keeping Finders Keepers, Scalding Geyser and I count/plan every turn. Sometimes I still blow it. A frog on board sometimes leads to a full hand and then I don't get the quest reward, so I play careful.
I think because I haven't mastered the deck completely, I like it more since I am still learning it.
Sorry, I meant over 200 wins... not games :D I might experiment again on a version with double Schooling, that should help greatly with secret mage aswell.
Playing that deck without a deck tracker is very impressive. I find I'm checking my remaining cards list and planning 2 to 3 turns ahead of time for what I'm gonna do.
My comments refer mostly to the wild format.
200 wins -- nice! That's quite some experience/success with the deck.
I've tweaked the deck elimating schooling and lavashock, adding investment opportunity x 1 and perpetual flame x 1 (perpetual flame is great for getting overdraft to do a ton of damage).
I've been killing it on ladder. Despite conceding against all mages, there are so many auto-wins with this deck it is crazy. Most losing ganes involve a frog never showing (which is rare) or opponent using Loetheb or Skulking Geist to impair the setup for lethal and they tend to be always be "I needed one more turn" losses.