Damien

[Archived] S8 Hearthstone Low Budget Shaman Control Deck

Sign in to follow this  

20 posts in this topic

This thread is for comments about our Low Budget Shaman Control Deck.

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

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

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.

 

  • Like 1

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

 

  • Like 1

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

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  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco
      If you're not a fan of playing huge Legendary minions every turn, then you may need to rethink your approach to Hearthstone.
       
      The Hearthstone team is on a roll with Tavern Brawls! After Top 2, one of the most well-received Tavern Brawls in recent memory, this week's Tavern Brawl is titled  "Cloneball!".
       

       
      Each player's deck is filled with four copies of random Legendary minions, including minions from the Wild format. Players will also receive a number of copies of "Offensive Play", a card which reduces the cost of your next Legendary minion by 3 Mana, as well as all other copies of that same Legendary in your hand:
       

       
      Though it's difficult to game plan for a specific strategy as the Legendary minions you receive appear to be random, I thought it was pretty sweet to play Loatheb into Onyxia into Onyxia into Onyxia. Slamming huge Legendary minions onto the battlefield is one of the most fun things to do in all of Hearthstone, and you'll get to do it again and again in this week's brawl!
      As is true with most brawls where the class cards aren't incredibly important, Warlock is strong by virtue of Life Tap. However, Paladin has some of the strongest Legendary minions in the history of the Hearthstone, so you could also try to high-roll a deck full of Tirion Fordrings and Wickerflame Burnbristles.
    • By Zadina
      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.
    • By Aleco
      Get your games in with Cubelock and Even Paladin while you can! The upcoming balance patch will drop on the 22nd.
       
      Confirmed today on the official Hearthstone blog, the upcoming balance patch will go live on May 22nd.
      Though the nerfs had been announced several days ago, a timeline had previously not been provided for when the nerfs would go live. For those who have yet hear, the following cards will be receiving nerfs:
      Naga Sea Witch will have its Mana cost increased from 5 to 8 Mana Spiteful Summoner will have its Mana cost increased from 6 to 7 Mana Dark Pact will restore 4 Health instead of 8 health Possessed Lackey will have its Mana cost increased from 5 to 6 Mana Call to Arms will have its Mana cost increased from 4 to 5 Mana Crystal Core will turn minions into 4/4s instead of 5/5s