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Season 18 Legendary Shaman Windfury Naxx Wild Deck

Last updated on Nov 30, 2014 at 20:10 by Sottle 18 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

In the following article you will find a guide for a Shade of Naxxramas burst synergy deck. It aims to leave a Stealthed Shade on the board for several turns to grow to a significant size and then unleash huge combos based around Windfury. Outside of the Shade synergy, it plays out very similarly to the standard Midrange Shaman build and it is highly recommended you familiarise yourself with that deck, first.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. S18 Legendary Shaman Windfury Naxx Wild Deck

Our deck costs 5,080 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve

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3. Strategy

Windfury Shaman plays out similarly to a standard Midrange Shaman through most of the game. You will aim to build an early board of small creatures and Totems, whilst stifling your opponents opening with cost-efficient removal, such as Rockbiter Weapon, Lightning Bolt, and Earth Shock. The key difference in this deck, however, is the Shade of Naxxramas, which functions as one of your primary win conditions. Buffing a Stealthed Shade with combinations of Windfury, Abusive Sergeant, and Rockbiter Weapon, you can create enormous burst potential to finish the game.

The early turns will play out quite slowly. Your only early game minion of note is Haunted Creeper, as Abusive Sergeant is better saved as a utility card. Due to this, your early turns will often consist of removal spells, whilst building a board of Totems.

Once past turn 3, your game plan should be focused on getting a Shade of Naxxramas onto the board and letting it grow. There are two main ways to achieve this. Firstly, getting the Shade down on Turn 3, or Turn 2 with The Coin, before your opponent is likely to draw into their AoE spells. Alternatively, you can try to bait your opponent into using their AoE on your other minions like Feral Spirit and Haunted Creeper, clearing the way for Shade to remain Stealthed for as long as you see fit.

After successfully getting a Stealthed Shade of Naxxramas to stick to the board, it simply becomes a waiting game to draw into combinations of cards such as Abusive Sergeant, Windfury, Windspeaker, Flametongue Totem, and Rockbiter Weapon in order to close out the game in a single turn. Placing combinations of these cards buffs on your Shade creates colossal damage. For example, a 6/6 Shade buffed with Windfury, Abusive Sergeant, and a Rockbiter Weapon is 22 Damage, and is possible on turn 6 if you Coined out your Shade on Turn 2.

It is important to note that since the deck plays such a high quantity of potential Shade of Naxxramas synergy cards, you should not be afraid to use 1 or 2 for other utility during the game. For example, do not be afraid to use an Abusive Sergeant to trade a Totem into a 3/2 creature if you feel it will create an advantage for you.

The beauty of this deck is in its flexibility. If you do not draw into your Shade of Naxxramas, this deck is still capable of playing out the game similar to a regular midrange Shaman. You can aim to curve through your deck normally, pressure the board with Azure Drake and Fire Elemental and finish the game with Al'Akir the Windlord instead of your Shade.

It is important when looking to end the game with a Shade of Naxxramas combo that you pay attention to the possibility of 2-turn lethal. What this means is that sometimes, it is better to unleash your burst combo a turn before you are able to kill your opponent if you hold additional direct damage like Lightning Bolt. This prevents your opponent from being able to block your damage with Taunt and leaves you with the inevitable kill with your spells if you feel they are unable to heal.

3.1. Synergies & Combinations

Shade of Naxxramas combos are your primary finishers and the concept the deck is built around. Using any combination of the cards Abusive Sergeant, Rockbiter Weapon, Windspeaker, Windfury, and Flametongue Totem, you can create enormous damage. The exact damage depends on the stats of your Shade, but you will quickly become accustomed to calculating the damage.

Al'Akir the Windlord plus Rockbiter Weapons or Flametongue Totem is a secondary burst combo and functions as an additional win condition.

3.2. Mulligans & Matchup Specific Strategies

Shade of Naxxramas is clearly a key card in the matchup and should be mulliganed for appropriately. You will also look for your early game minions such as Haunted Creeper and your early game removal spells in the form of Lightning Bolt and Earth Shock.

Against fast and aggressive decks, you should mulligan more heavily for your early removal spells, as well as prioritizing Lightning Storm and Feral Spirit. Shade of Naxxramas is less important in these matchups as you will often simply aim to survive through the early turns. Once you have stabilised, your minions will usually start to outclass those of the Aggro deck, and you can win the game through board control alone. This is not to say you should ignore the opportunity to keep Shade alongside an otherwise strong hand, or play it on turn 2 or 3 if you feel you have time.

Against slow Control decks, you should mulligan extremely aggressively for your Shade of Naxxramas and some of your other powerful mid-game cards, such as Azure Drake, Fire Elemental, and Feral Spirit. Since the Control deck is often light on minions in the early game, you may find cards like Lightning Bolt will sit dead in your hand if you choose to keep them. These are the matchups where it is key to use your Shade of Naxxramas correctly. You must consider your opponent's options in terms of AoE, and direct removal when deciding when to play and attack with your Shade.

3.3. Card Swaps

This deck chooses to play 1 Windfury and 1 Windspeaker. There are pros and cons to both. Windfury is cheaper, and allows you to activate your combos a turn earlier, whereas Windspeaker is less of a dead card and at least carries a 3/3 body if you are forced to play it in a less than optimal situation. 2 Windfurys, 2 Windspeakers, or 1 of each are all viable options and you can experiment with them all to see which you prefer.

Gnomish Inventor can be cut from the deck to make room for a second Abusive Sergeant. This increases your potential for burst combos, but lowers the consistency of the deck by cutting some card draw.

Doomhammer can also be included in place of the Gnomish Inventor to give yourself even more flexibility in how to use your combo cards like Rockbiter Weapon. However, it is currently not included due to the lack of synergy with the other combo pieces such as Abusive Sergeant and Windfury.

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