Sign in to follow this  
Followers 0
Damien

[Archived] S8 Hearthstone Low Budget Shaman Control Deck

20 posts in this topic

Played a number of games with the Low Budget Shaman Control Deck starting at rank 11 with 0 stars. Dropped me down to rank 12 with 2 stars

 

Game 1 - vs Shaman - Loss - Turn 10

Game 2 - vs Druid - Win - Turn 10

Game 3 - vs Warloc - Loss - Turn 10

Game 4 - vs Warloc - Loss - Turn 10

Game 5 - vs Warloc - Loss - Turn 10

 

 

Every game I lost was in the late game, where unfortunately this deck could not keep up with the number of legendaries being summoned. So I believe that even though the record shows 1-4, that the deck itself is solid as these games were hard fought and won always bringing my opponents life to single digits and having an 'assured victory' until the epics and legendaries start dropping in left and right

 

If there's anything this deck could use is a bit more of extra draw power. So many times I felt like if i had extra draw power i'd be able to do something about the legendaries, specially when i missed so many great opportunities to win because bloodlust would just not show up at the right time before they took back control

Share this post


Link to post
Share on other sites

 

Played a number of games with the Low Budget Shaman Control Deck starting at rank 11 with 0 stars. Dropped me down to rank 12 with 2 stars
 
Game 1 - vs Shaman - Loss - Turn 10
Game 2 - vs Druid - Win - Turn 10
Game 3 - vs Warloc - Loss - Turn 10
Game 4 - vs Warloc - Loss - Turn 10
Game 5 - vs Warloc - Loss - Turn 10
 
 
Every game I lost was in the late game, where unfortunately this deck could not keep up with the number of legendaries being summoned. So I believe that even though the record shows 1-4, that the deck itself is solid as these games were hard fought and won always bringing my opponents life to single digits and having an 'assured victory' until the epics and legendaries start dropping in left and right
 
If there's anything this deck could use is a bit more of extra draw power. So many times I felt like if i had extra draw power i'd be able to do something about the legendaries, specially when i missed so many great opportunities to win because bloodlust would just not show up at the right time before they took back control

 

I would agree that rank 11 is cutting it pretty close for a low budget deck. Especially once you start getting swarmed with legendaries, it becomes difficult to keep up without hard-hitters of your own. Mana Tide Totem might be good for card draw, but let's see what Poyo thinks too!

Share this post


Link to post
Share on other sites

Amazing deck i have got to rank 12 with it, helped a lot thanks! biggrin.png

Share this post


Link to post
Share on other sites

My experience so far is that this deck is pretty solid until rank 15, where good legendaries start to pop. I'm not a very skilled player and managed to climb from scratch to rank 12 in around 40-50 matches. 

 

As soon you start gaining dust from packs, what would be the best options to improve the deck?

I was thinking in trading Al'akir for Argent commander, as it's more powerful for an extra crystal, but I'm not that experienced in deck building smile.png

 

Thanks for your comments

Share this post


Link to post
Share on other sites

I was wondering if I could improve the deck with any of the following:

Leeroy, Onyxia, Ysera, and Sea Giant.  If so which should I swap for which?

 

Thanks in advance =)

Share this post


Link to post
Share on other sites

I was wondering if I could improve the deck with any of the following:

Leeroy, Onyxia, Ysera, and Sea Giant.  If so which should I swap for which?

 

Thanks in advance =)

Definitely!

Onyxia can work great with Bloodlust, however this will mostly be fun value and not really improving your deck. 

Leeroy can be a great finisher and if you decide to go for more aggressive approach, you could include it.

Sea Giant is out of the question, in most cases you will just give your opponent a nice target for Big Game Hunter.

Ysera is probably the best late game card you can play. I would definitely go for it.

I would probably take out Bloodlust for Ysera.

 

1 person likes this

Share this post


Link to post
Share on other sites

I would probably take out Bloodlust for Ysera.

 

I'm pretty much only missing 1 feral spirit now but I should be able to craft them soon.

 

Managed to grab Doomhammer and was wondering if there's anything I should swap out for that?

 

Thanks again in advance! =) Can't wait to mess around with this shaman build!

Edited by Ukyo

Share this post


Link to post
Share on other sites

This is my first time posting on this site... So, hi!

 

There are a few changes from this that I have in my deck... It seems to be working fine, I'm mainly wondering your all's opinion(s)?

 

I only have 1 unbound elemental.

No Earth Shock or Argent Squire.

2 Stormforged axes (to help clear early minions on both).

I have the 3 mana 4/2 stealth cat (sorry, don't know the name), instead of the harvest golems. This seems to help provide a very strong finisher, if patient enough with them.

An extra mana tide totem instead of the Gadgetzan Auctioneer (more draw power, earlier on?).

No Argent Commanders (I have 2 that I can add, depending what happens - where though?), but a 2nd Azure Drake and a Windspeaker (Windfury can be a great finisher).

2 Forked Lightnings (in replace of earthshocks) More early game minion clearing.

2 Ancestral healings, providing the taunt this seems to miss in late game.

I also added an injured blademaster, which provides a great combo with ancestral healing.

 

I have Sea Giant and Deathwing - Anywhere these may fit better into?

 

-Thanks! 

Share this post


Link to post
Share on other sites

hey,

 

i just finished the deck, and i wondered: what should be my next crafting goal? should i go for earth elemental? al'akir? some neutral legendary? (ragnaros, ysera, ?) 

I do feel like i need more taunts, especially since you tend to lose health real fast with the doomhammer, so for now i think i'll include one defender of argus over one of the chillwind yeti's, but that's why i thought of the earth elementals.

i also have acidic swamp ooze over pyromancer, because i just like it that much more. (instant 1-for-0 as a battlecry? hell yes!)

 

i currently have no neutral legendaries or even epics, because my only lucky pack was a gruul sleep.png

 

-thanks

Share this post


Link to post
Share on other sites

hey,

 

i just finished the deck, and i wondered: what should be my next crafting goal? should i go for earth elemental? al'akir? some neutral legendary? (ragnaros, ysera, ?) 

I do feel like i need more taunts, especially since you tend to lose health real fast with the doomhammer, so for now i think i'll include one defender of argus over one of the chillwind yeti's, but that's why i thought of the earth elementals.

i also have acidic swamp ooze over pyromancer, because i just like it that much more. (instant 1-for-0 as a battlecry? hell yes!)

 

i currently have no neutral legendaries or even epics, because my only lucky pack was a gruul sleep.png

 

-thanks

Hey, WonderDuck

Earth Elementals may seem decent but their overload will kill you and The Black Knight simply destroys your game, which makes Earth Elementals a rather poor choice in the current meta game.

If you need taunts, you can consider including replacing your Chillwind Yeti with Sen'jin Shieldmasta. Defender of Argus works great as you have already figured it out.

Acidic Swamp Ooze is great if metagame is full of weapons - I support!

I personally would craft Ragnaros if you like playing control decks as it is most commonly used as a finisher, however in regards to SHaman decks, AlÁkir might be a better choice.

Hope this helps,

Best of luck

 

1 person likes this

Share this post


Link to post
Share on other sites

Just a heads up, the deck description makes reference to a Legendary card, which isn't part of the build.

Share this post


Link to post
Share on other sites

The description on this deck refers to Argent Squire but there is no Argent Squire in the Low-budget deck. I see the Mid-budget version has Argent Squire instead of Loot Hoarder (which is in the Low-budget deck).

 

So is the description wrong here on this Low-budget deck when referring to Argent Squire or is Argent Squire suppose to be here instead of Loot Hoarder?

Share this post


Link to post
Share on other sites

Just a heads up, the deck description makes reference to a Legendary card, which isn't part of the build.

Thank you very much. It's fixed.

 

The description on this deck refers to Argent Squire but there is no Argent Squire in the Low-budget deck. I see the Mid-budget version has Argent Squire instead of Loot Hoarder (which is in the Low-budget deck).

 

So is the description wrong here on this Low-budget deck when referring to Argent Squire or is Argent Squire suppose to be here instead of Loot Hoarder?

The Argent Squire was never meant to be in the deck, so we've fixed it now. Thank you!

Share this post


Link to post
Share on other sites

Hi there, I build the low budget Shamane deck and was 1 Azure Drake short, so i replaced it with gadgetzan auctioneer.

This is working wonders for me since there are 12 low mana spells in this deck....so i wonder if i should replace it anyways when i got the dust or if its even an improvement? the +1 spellpower for sure is nice but i think as some guys here mentioned this deck leeks some drawpower once manatide is destroyed. enlighten me please if im wrong wink.png

 

Much thanks

Share this post


Link to post
Share on other sites

I crafted this low budget shamane deck and was just 1 azure drake short so i replaced it with gadgetzan auctoneer. this is working wonders for me since there are 12 low mana spells in this deck. now im wondering if i even should replace it when i got the dust to craft azure. since one guy mentioned this deck might leak drawpower lategame it might be an improvement? or is the +1 spellpower too essential? please enlighten me!

much thx

Share this post


Link to post
Share on other sites

I crafted this low budget shamane deck and was just 1 azure drake short so i replaced it with gadgetzan auctoneer. this is working wonders for me since there are 12 low mana spells in this deck. now im wondering if i even should replace it when i got the dust to craft azure. since one guy mentioned this deck might leak drawpower lategame it might be an improvement? or is the +1 spellpower too essential? please enlighten me!

much thx

Azure Drake is often better against aggressive deck as it will give you the card instantly and potentially amp one of ur spells, however when it comes to decks that give you enough room to breathe (mid range / control), Gadgetzan is superior as it can give you insane card advantage.

You can easily stick with Gadgetzan Auctioneer - the shaman deck I played had 1x Auctioneer, 2x Azure drake and I removed auctioneer as I was constantly matched against zoo.

Share this post


Link to post
Share on other sites

My perceptions must be skewed. I don't see a deck with 9 uncommons, 10 rares and 1 epic as 'low budget'.

Share this post


Link to post
Share on other sites

It costs 1760 arcane dusts to create this deck, compared to the 6440 required for the legendary version of Shaman deck.

Share this post


Link to post
Share on other sites

Really good deck. Got into rank 10 and hopefully further !

 

Edit. Ye I made an account just to say this. Cause it's just too gooooood !

Edited by Stemu

Share this post


Link to post
Share on other sites
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By remav1c
      Hey all!
      Just a quick reminder, eSports Wall is hosting daily Hearthstone tournaments for free, starting today at 19:00 CET. If you want to join in for some fun and a chance to win HCT points, check this link: https://esportswall.com/tournament/3206146
      Woul be cool to see you all there to play for the victory!
      Cheers,
      Remav1c
    • By L0rinda

      The latest update, Patch 7.1, is live. This update includes changes to Arena, the long awaited balance changes, and the introduction of Un'Goro pre-purchase.
      The entire list for the notes can be seen at the bottom of this post, but here are the highlights.
      Balance and Ladder Changes
      As announced previously, Small-Time Buccaneer is now a 1/1 minion. Spirit Claws now costs 2 Mana. You will no longer be able to fall below certain Ranks on ladder. Those ranks are 15,10, and 5.
      Arena Changes
      Also now live are the announced Arena changes.
      Arena has seen a major overhaul, with the format being Standard only. Commons, and neutral Basic and Classic cards will be less frequent. Spells will be offered more often. If you have Golden cards in your collection, they will appear in your draft.
      Other Changes
      The keyword Poisonous has been added to replace "Destroy any minion damaged by this minion". This will apply to Pit Snake, Emperor Cobra, Maexxna, and Patient Assassin. From the pieces we have seen regarding Un'Goro, it will probably also apply to Plants in the new set, and possibly some other cards as well.
      There have been changes to the matchmaking system. Presumably in line with the discussion with Iksar last week. If so, these changes will mainly impact Legendary players.
      Blizzard
      Ranked Play Upon achieving certain milestones in Ranked Play, it will no longer be possible to lose ranks beyond those milestones for that season. The milestones are Rank 20, 15, 10, 5, and Legend. Arena Creating decks for the Arena will now feature Standard cards only. Arena runs that were started prior to the patch will still include Wild cards. Rares, Epics, and Legendaries will be offered more frequently during Arena deckbuilding. Spells will now show up with a higher frequency. Neutral Basic / Classic cards will appear less often. If you own a Golden version of a card, the first copy you draft will be Golden. If you own multiple Golden copies of a card, all copies you draft will be Golden. Balance Updates Small-time Buccaneer’s health reduced from 2 to 1. The mana cost of Spirit Claws increased from 1 to 2. GeneralNew keyword: Poisonous - Minions with Poisonous will destroy any minion they inflict damage to.  Pit Snake, Patient Assassin, Emperor Cobra, and Maexxna have been updated with the new keyword. Added some memory optimizations. Improved matchmaking for new players. We are testing an update to the account creation process for mobile players. This will minimize the overhead associated with creating a new Battle.net account, and will be available in limited release. Maximum in-game music volume has been capped in order to retain the best audio quality. [Android] We made some optimizations to Android distribution, allowing for a smaller install size and smoother patching in the future. Bug Fixes Resolved inconsistencies in the way that Small Time Buccaneer’s Attack interacts with effects such as those generated by Humility, Keeper of Uldaman, and Crazed Alchemist. Resolved an issue where a Kazakus potion spell cards could appear blank when copied by a minion or spell effect. Knuckles will now correctly use its effect when under the effects of Misdirection. Addressed an issue with the interaction of Wrath’s card draw timing in conjunction with Daring Reporter. Snipe will now correctly trigger after Potion of Polymorph. Djinni of Zephyrs will now correctly copy spells buffed by spell damage. Bouncing Blade will now correctly continue bouncing after clearing a Divine Shield. Resolved an issue where seasonal reward cards could take a while to show up in the Collection Manager. Searching the Collection Manager with a class name will now correctly display Tri-Class cards. Resolved issues that could slow or stop payment authentication when using the in-game Shop. Fixed many minor visual issues and some card text inconsistencies. (source)  
    • By L0rinda

      The next expansion will be Journey to Un'goro. 
      Blizzard have released a short video revealing that, as speculated, the next expansion will be Journey to Un'goro. Four cards from the next set were shown in the reveal video.
      The expansion will be released in early April, and will contain 135 cards. It is set in Un'Goro, an area filled with dinosaurs, with a volcano at the heart of the region. The launch of the set will trigger the start of The Year of the Mammoth.

      Volcano, adding to the flavour of the set, was the first card to be revealed. It is similar to Elemental Destruction, but not as reliable. While on the subject of Elementals, the word Elemental is going to be used as a tribal name. Many cards will be tagged as Elemental, which presumably will allow for cards that interact with them to be printed, along the same lines as Beast has currently.

      The image above only tells half of the story. After Pyros dies as a 6/6, it returns back to hand yet again as a 10/10 that costs 10! This mechanic might imply that there is a focus on value as opposed to tempo, although of course one card is a meaningless sample size! There could also be a Quest to play a certain number of Elemental cards in a game, although it seems unlikely that it would be a Mage Quest.

      Adapt is a new keyword, along the lines of discover. There are ten different powers to choose from. Taunt, Windfury, Divine Shield, Cannot be targeted, +3 Attack, Deathrattle: Summon two 1/1 Plants are the six shown in the video. We've also been warned that plants are not just plants, so we can only speculate on what a 1/1 Plant might do.

      One of the more interesting features of the new expansion is the Quest mechanic. Quests start in your opening hand and have a big reward for completion. It is displayed in the same place as Secrets, however both players can see the Quest, and how close it is to being completed.

      As you can see, the rewards are very powerful
      More reveals will be made on March 17th. Until then, we will just have to speculate as to what else lies in Un'Goro.
    • By L0rinda

      Iksar has confirmed that the Matchmaking in Legend Ranks has been changed.
      As stated in our previous article, Legendary players have been noticing that in the last few days that they have been matched with players much closer to their own rank than usual. There was some confusion regarding this, as Iksar had not been made aware of the changes, but he has now confirmed that there are definitely changes in place.
      It is hard to precisely evaluate community feeling on the the new system, especially as I personally think they're a step in the right direction, but there are some players who are not keen on the changes. RayC and Xzirez have been the two highest profile players so far to disagree with the change. The issues that people against it have can be summarised as follows: Counter-Queuing: Many top Legends do not like counter-queuing, which is where you change your deck to try to counter your opponent. With the new system meaning you can often play the same person several times in a row, counter-queuing will become an important part of the game.
      Early Legend Advantage: People opposed to the changes claim that it overly favours the players who reach Legend early on. The older system made it easier to catch up at the end of the season.
      Win Trading: Due to the increased chance of playing against the same opponent, it is now easier to cover your tracks if you lose to a friend many times in a row to boost their ranking.
      There does seem to be a majority of players who support the new system however. The ladder system has been a cause of much debate for a long time now, and these changes, alongside the recent addition of ladder floors, seem to show that at the very least, ladder is currently a high priority for Blizzard to get right.
    • By Vlad
      This thread is for comments about our Menagerie Aggro Rogue Gadgetzan Standard Deck.