[S28 Legend] Phoenix Shaman
- Last updated Aug 5, 2016 (Old Gods)
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Wild
- 11 Minions
- 19 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Control Shaman
- Crafting Cost: 10380
- Dust Needed: Loading Collection
- Created: 5/31/2016 (Old Gods)
- yohk
- Registered User
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- 34
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Total Deck Rating
20
Phoenix Shaman
Art by anotherwanderer
"Who makes the wind blow, I don't care, my eyes roll back in my head" - Blackbird Raum
Introduction
Hi! My name is Kiva, I've been playing Hearthstone off-and-on since Season 1, and tend to play hyper-control decks with as few minions as possible. I finally got to Legend in Season 28 (With a 66% winrate, 43-22, from Rank 5 to Legend) playing Phoenix Shaman.
Since I started playing constructed I've wanted to make a deck that both fit my style and could be competitive if played well. With the release of Whispers of the Old Gods a lot of cool new decks have popped up, and in my opinion this meta is one of the best we've ever seen. The inspiration for this Phoenix Shaman came from this list, but several changes have been made and the new list plays noticeably different than the original.
The deck is named Phoenix Shaman because of the huge health swing possible with Healing Wave and Hallazeal the Ascended + Elemental Destruction. Using a plethora of spot removal and powerful aoe to clear the board, the deck spends everything on surviving through the early game in order to rule the late game. Your board starts to develop with mid game threats like Emperor Thaurissan and Master Jouster, and ends with late game powerhouses such as Ysera and Ragnaros the Firelord. To close out games, your Lightning Bolts and Lava Bursts can be aimed at face for surprising burst, or you can dominate the board with beefy taunts such as Thing from Below.
Try out Phoenix Shaman if you like to play control and want something new. It takes some practice but is competitive and can reach Legend. It has favorable matchups against many of the popular meta decks such as Dragon Warrior, Aggro Shaman, and Tempo Mage. It's also one of the most fun and challenging lists out there.
Table of Contents
- General Strategy
- Sample Gameplay
- Matchup Guide
- Possible Replacements
- Conclusion
General Strategy
The deck plays similar to control decks such as Freeze Mage and original Miracle Rogue. Your early turns are spent surviving as best you can, balancing your need to not play too many cards/get overloaded with your desire to not take too much damage. Typically your first 3/4 turns are either spent using your hero power or playing single target spells like Lightning Bolt to answer early threats. It's crucial that you know what threats your opponent can play each turn and that you keep the appropriate answers and don't overload too much. If you don't have the right answers, drawing early with Ancestral Knowledge can mean life or death, but knowing when to play it takes lots of practice and experience.
In the mid game you will start playing threats such as Thing from Below and Emperor Thaurissan which will be able to trade off some of the minions which have built up across the table from you. Of course because they're the first real threat you've played, they usually die to answers like Power Overwhelming or Shield Slam, so you should expect to continue taking damage unless you have cleared board with Lightning Storm or Elemental Destruction. Regardless, consuming your opponents mana to play these tricks keeps them from playing more minions, and makes it more likely that your later minions will survive.
As you transition into late game you will need to decide between clearing board, healing up, and establishing presence with threats like Ragnaros the Firelord. This is when it's crucial that you've kept track of which damage cards your opponent has played, so that you don't die to burst from Doomhammer or Leeroy Jenkins.
Each deck you play against has at least 1 card that you need to keep track of or it will close the game. For Hunters that might be Call of the Wild, in which case you need to hold onto Elemental Destruction until turn 8. For aggro Shaman turn 4 Flamewreathed Faceless demands Hex. Regardless, always keep in mind the cards which will cause you trouble, and think hard before playing anything that could answer them.
If your opponent is playing control, keep track of which big threats you have seen and which they still have in their deck. Health totals matter less so long as you have a good answer for each legendary they drop. Also keep track of which removal spells, such as Execute, they have played so that your important minions will go unanswered. Don't commit too much to the board, and try to soak as much value from each of your cards as you can.
Against aggro, spend your removal and aoe liberally in order to get to turn 6 with enough health to a couple turns of taunts. Make trades that seem unreasonable like sending a Lava Shock at a Southsea Deckhand because all that matters is surviving. Be aware of their burst potential and never forget that Hex can target your totems in a pinch.
Knowing the opponent's deck is hugely important when playing this or any control deck, since most of your turns are responsive. For that reason practice and experience can mean a world of difference when playing Phoenix Shaman.
Sample Gameplay
Dragon Warrior:
Pirate Warrior:
Midrange Shaman:
Zoolock:
Matchup Guide
Below is a list of tips when facing each of the popular decks in the meta today. Also included is a mulligan list for each class. In general the mulligan list is made to combat the aggressive variants since the control decks are less of a problem and your opening hand is less important.
Note that whenever you have Elemental Destruction in your opening hand you should also keep Lava Shock.
Warrior
Midrange Warrior - This deck has gained in popularity lately, which is great because it's one of the easier matchups. Answer their Frothing Berserkers with Stormcrack or even Hex. Don't let them get crazy value from Battle Rage. In general you should have enough 1 for 1 spells to deal with their threatening minions, and you can restore enough health to make their weapons not matter too much. If they play Bloodhoof Brave, you can let it live and answer it later with aoe if they damage it, since your health is less of an issue here.
Your greatest source of tilt playing Phoenix Shaman will come from losing 30 minute games against Control Warrior, but just remember that this is your worst matchup.
Dragon/Midrange Warrior -This matchup is very good, and more frequent than Control Warrior. Keep the board clear on early turns by normal means, and try not to fall to 15. Don't forget about Deathwing, and keep track of which cards in their hand might be Dragons. As long as you have a couple Lightning Bolts or Stormcracks, you should get to turn 6 without too much trouble, at which point your midgame minions are very hard for the Warrior to deal with. Master Jouster is super hard for them to deal with and usually puts you ahead on board.
OTK Worgen - Super easy matchup. Use your hero power often to try for taunt totem, and answer every minion they play. If you know what deck it is, feel free to Hex Acolyte of Pain. When they have spent their Slams and Ravaging Ghouls on your other 6 drops, then play your taunts to ensure that you can't die to their combo. Be aware that a good Warrior will be flexible, and can play Faceless Manipulator on your beefy dudes like Ysera. Play Hallazeal the Ascended for tempo, you can't heal over 30 anyways.
Weapon Pirate - This list was popular a while ago, but has mostly died out. It is a very aggressive list and can win early if you aren't careful. 1 for 1 almost any threat for the first 3 turns (Lava Shock a Southsea Deckhand), then try to get a 3 for 1 on turn 4 with Elemental Destruction or Lightning Storm. Using Hex on small minions is reasonable if you want full mana the next turn, since basically anything they play will die to Lightning Bolt or Stormcrack. You should almost always win jousts, so drop Master Jousters early to soak some of the weapon damage that would otherwise be going towards your face. Also remember that you can Hex your totems if you need an emergency taunt.
Shaman
Midrange Totem - This match is a little bit tougher, be careful when his board is full of totems, since Thunder Bluff Valiant can hurt a lot. Try to keep Earth Shock for Mana Tide Totem if you don't have any other answers. Be aware that his board can regenerate quickly with Thing from Below and Tuskarr Totemic, so be careful when overloading with Elemental Destruction. Try to be proactive on board so you can attack a totem each turn.
Bogchamp/Zoth - Their are some Control Shaman builds that have been popping up, and for the most part they are very easy. Save Hex for a target that has Ancestral Spirit, don't let their Faceless Manipulator get value, and know that they play less minions than you, so you should win the long game. Be aware that many other control lists run more aoe and less spot removal than Phoenix, which is good for us, but don't commit too hard to board.
Rogue
N'Zoth Deathrattle - Like most N'Zoth matchups this boils down to dealing with their minions early and then having Elemental Destruction in case of N'Zoth, the Corruptor. Remember that if you Hex Sylvanas Windrunner she won't come back. Also be aware of Unearthed Raptor and Shadowcaster which can get lots of value if there are juicy targets left on the rogue's board. Prioritize keeping their board empty over developing yours.
Paladin
Anyfin - The purest form of this combo deck runs 2x Bluegill Warrior + Murloc Warleader in the hopes of their second Anyfin Can Happen ending the game. Their are a couple ways to deal with this, either Hex their Murlocs as soon as they pop up, denying them their combo, or throw up taunts near the end. Try to force them to spend their removal on your other threats, like Fire Elemental so that Master Jouster can survive.
Zoth - Most control paladins run N'Zoth, the Corruptor, which means you'll want aoe for "the big turn". Because their first 3-5 turns will be hero power pass, or maybe Acolyte of Pain, we aren't under much pressure early. Be aware that Humility and Aldor Peacekeeper will debuff our early taunts, so prioritize Emperor Thaurissan and Fire Elemental over them so you still get value. Count on 2 Equality plus enablers like Wild Pyromancer/Consecration. Paladin also runs a ton of healing in the form of Forbidden Healing and Truesilver Champion, so try to out-value them instead of bursting them down with spells. Save Hex for Tirion Fordring, and remember that all of the debuffs can be removed with Earth Shock if you need the extra damage or want to trade.
Dragon - This deck is not meta at the moment. Read on for historical reason :P
Dragon paladin is much less common than control, but it does show up and plays like a midrange deck. Faerie Dragon can deal lots of damage early and force awkward Lightning Storm turns, and several of their mid-game threats (Dragon Consort, Blackwing Technician, Twilight Guardian) can't be easily removed with damaging spells. That means that early board presence with totems and taunts is crucial to not lose value. Keep in mind that cards like Humility and Aldor Peacekeeper can make your early minions much worse, so try to get value out of aoe effects after these debuffs have come through. Play around the same answers as in control, but don't expect the board flood or the healing that control paladin has.
Hunter
Lock and Load - This is a pretty difficult matchup, though rare. It's hard to contend with the raw card advantage that they get from holding until turn 10 then unloading and getting hunter cards. Try to pressure board and keep up taunts, and hope that when you play Ysera they're out of removal. Be aware that they run Yogg-Saron, Hope's End, as well as 2 Call of the Wild.
Druid
Token - A very popular list at the moment, the good thing about it is that we have more removal than they have threats, but be sure that you have a source of 5 damage, or Fandral Staghelm and Violet Teacher can get out of control. Frequently they play early Living Roots, and the 2 1/1s continue to poke us until we can get off aoe. Because Druid has such a hard time removing threats, early Emperor Thaurissan is great for us, and later minions like Ragnaros the Firelord will get huge value.
C'Thun - This is probably the hardest matchup of them all. Use spot removal to deal with Beckoner of Evil and Twilight Elder, and play Master Jouster to get reasonable trades against C'Thun's Chosen and beefy minions like Klaxxi Amber-Weaver. Early on you might get 2 for 1 value with aoe, but later the druid will have at most 3 minions all of which have at least 5 health. Try to be proactive and play minions instead of attempting to spend spells killing their threats. Because of how hard it is to remove their minions, play your minions liberally instead of trading multiple spells for just 1 minion.
Beast - I haven't seen much of this deck, but it can be hard to deal with because your spells won't be able to 1 for 1 with many of their minions, such as Druid of the Flame. Clear out their beasts and Darnassus Aspirants whenever you can to prevent Mark of Y'Shaarj from losing you the board or them having more mana than you. Be aware that this variant of druid has a lot of burst with Savage Roar and Leeroy Jenkins among other cards. Try to have at least 1 taunt out if you expect they have charge in hand and you are low. Since their curve is pretty low, Hex any reasonably sized minion that you can't answer otherwise, or if you don't want to be overloaded the following turn.
Warlock
Handlock/Renolock - These decks are similar, except that one runs more 8/8s than the other. The new Renlock will play a bunch of minions early, which eventually get us aoe value. Try to get board presence around turn 8, since they won't run that many answers to high toughness minions. One great strategy to avoid dying the long death to Lord Jaraxxus is to save 15 damage in your hand to otk. Without the 6/6s Jaraxxus generates, the Warlock should run out of value before we do, especially since very few of their minions have 5 or more power, and thus can't trade well into our minions. Watch out for N'Zoth, the Corruptor, and play around it as normal.
Mage
Freeze - I've only seen a couple freeze mages in my ~250 games with this deck, but I'm writing this out of loyalty to the freeze mage cause. This matchup is super easy, their damaging spells can't contend with 2 Healing Waves + Hallazeal the Ascended, and our midgame threats win the game quickly and are hard to deal with. If the mage plays Frost Nova then Emperor Thaurissan, Ragnaros the Firelord, and Ysera all keep getting value, and we don't mind the game going long. Answer Acolyte of Pain with Earth Shock, Lightning Bolt, or even Hex. Be aware of the 3 minion threats that freeze mage plays: Emperor Thaurissan, Archmage Antonidas, and Alexstrasza.
Priest Saw 0 Priests this season, will update if/when the meta changes.
Possible Replacements
Listed here are possible replacements for epics, legendaries, and brm cards in the decklist. The list is ordered such that the least necessary cards are first and the vital cards are last.
Yogg provides a special sort of rng that can make unwinnable games suddenly end up in your favor. With 10+ spells, he will more likely than not wipe the board, and because of secrets and card draw he is usually better for you than the opponent.
His inclusion is to make heavy control matchups more winnable, so try cards like Arch-Thief Rafaam, Elise Starseeker, or Cairne Bloodhoof.
While Rag is a great late game threat, he can also be replaced by the above legendaries. Just be sure that you have enough late game value to be able to contend with control decks.
She does a great job of healing you up in dire times and also chunking you opponent for 15 damage if you've been on the back foot all game. If you need to replace her, refer to the above list of late-game legendaries and be aware that you can't burst as hard without her.
Because she is so good in the Hunter matchup, consider adding a Bog Creeper if you don't have her.
She is great at getting huge value if you've thoroughly controlled the game. If you need to replace her, consider one of the above legendaries, preferably one that can get lots of value like Arch-Thief Rafaam or Nefarian.
What he does is very unique, if you need to replace him try another Fire Elemental since it's a similarly greedy (In terms of your life total) 6 drop. Be aware that Thaurissan gives you explosive turns late, in which you clear board and heal, and without that you will suffer.
It's really hard to survive with just 2 Healing Waves. Cult Apothecary is meh in most metas. If you see tons of zoolock then maybe it's okay, but otherwise just play another taunt such as Thing from Below/Bog Creeper and pray that you don't get dropped too low.
The tempo that you get from this card is really hard to replace. First of all, I don't recommend playing this deck without the shocks, but if you really want to maybe try Nerubian Prophet so that you can gain tempo on overloaded turns. Alternatively, including a Rockbiter Weapon for more spot removal could work reasonably well.
This isn't a super popular card, so while the deck suffers hugely without it, you could play a variation that instead runs Doomsayers + more midgame and doesn't rely on jousting as much. It would take some tinkering but a similar deck could be made.
Conclusion
The release of Whispers of the Old Gods has changed Hearthstone a lot; I've really enjoyed watching the meta take shape as players experiment and adapt. Phoenix Shaman was a blast to play this season, and I'm glad that I had the chance to carve out a viable deck in a way that I've wanted to since Season 1. For anyone looking for something new to play in Season 29, I encourage you to try this list and let me know what you think.
Thanks for reading!
Looks awesome. Thanks!!
+1 For the effort on the nice guide :)
Thanks! I figured worst case it would be cool to look back on my time playing this deck in this meta :)
This is a really fun deck! I went up against an aggro shammy and he ended up conceding while still at full health and five armor. I plan on playing this a lot more, but I can't help thinking you could maybe switch out a Master Jouster for a second Thing from Below. You sacrifice better defense for more reliability and a cheaper cost.
Glad to hear! I've been trying out a second Thing from Below in place of Sunwalker - it certaintly lets you crawl back into the game if you are low in the midgame with locked up mana. It also rewards you with great tempo if you spend your first couple turns hero-powering instead of casting spells.
I think the choice of 6 drops is up for discussion for sure, and I could easily be wrong running double Master Jouster, but it is pretty reliable in some common hard matchups like aggro sham and aggro paladin. This season I've seen a lot less of them and more control builds, so it might be time for me to switch.
Enjoy!
I feel as if this deck needs more anti-aggro. Getting run over by Pirate Warrior, Cancerlock, Aggro Shaman and Totem Shaman repeatedly when I don't draw Hallazeal or any healing is a bit frustrating. Any tips?
Aggro and totem shaman are some of the hardest matchups. I think that pirate warrior and zoolock are favorable for us, but take a lot of time to learn how to play well.
Against Pirate Warrior, the game will be decided before you can play Hallazeal the Ascended, so using Ancestral Knowledge to get Healing Wave or taunts in the mid game is important. Whenever playing against pirate or palladin, mulligan aggressively to find lots of cheap spot removal and ideally 1 board clear. You need the game to look like spot removal on turns 1-5, aoe on turn 4 if you need to, then play a taunt or Emperor Thaurissan/Fire Elemental. Since both decks can't get damage through if you have a taunt, you should expect not to take much less damage after you start playing taunts. It can be annoying that 40% of the games you get blown up and it feels like there was nothing you could do, but look at it from their side also. If they can't keep board early and can't drop you below ~10 by turn 6/7, then your taunts will 3 for 1 (They don't run Execute/Shield Slam) and their hand will be gone. Think about what you need to draw+play on the next turn to stay in the game if things get bad - don't overload yourself so much that you deny yourself a good topdeck.
Zoolock is a favorable matchup, but because of how long the games go (Unless we lose early) and the number of decisions we have to make, it takes a lot of practice. One tip is to use spot removal when they don't have much board, and if they do the either use hero power (It gains 2+ health since they trade) or something else and try to get value from aoe in the next couple turns. Learning when to hold/spend cards from hand to kill things takes a while to learn, but eventually will make this match easy.
The more aggressive shaman matchups are very tough, similar to zoo it's all about knowing when to value your cards or your health more. Even more so than zoo they have burst from hand. Keep it mind how much damage they could do on their next turn, even if they don't have board, but don't let it consume you. If they have 15 cards left in deck, the chances of all of their burn spells being in hand is low, but possible.
I feel like it's hard to give many tips for these sorts of matchups, since you really just get an instinct for the value of your cards/theirs.
One tech you could make against these aggressive decks is -1 Yogg-Saron, Hope's End +1 Thing from Below. It will make the deck worse against control lists.
Would you mind if I spectated you to observe these fundamentals in action?
Sure, my tag is kiva#1227.
There are also videos under Sample Gameplay but admittedly the commentary shows a lack of sleep.
I have every card except Hallazeal and Alex, but I only have enough dust to craft one. Any tips?
It depends what you want as a player. Hallazeal the Ascended is more important for this deck, and if you are fully committed to trying out Phoenix Shaman then I'd said say he is the better choice. But Alexstrasza is played in more decks (freeze mage, control warrior, etc) so if you want to be frugal and are still figuring out which deck you like to play then I'd recommend getting her.
Try either:
I love playing N'zoth Priest/Paladin, Tempo Priest, and Evolve Shaman. Alexstraza isn't run in most Dragon lists, and I'm not really inclined to play other classes, having dusted most if not all of my collection for the other six classes to craft the legendaries needed for N'zoth decks. Because of this, I think Hallazeal would be a better choice. Is my logic sound in this instance?
Heh, yep - logic is sound.
Hallazeal the Ascended will probably be run in most Shaman control lists until it rotates out, so it's a fine investment.
Enjoy!
I'm of the opinion that the Joust synergy isn't strong enough to warrant use- thinking running two Doomsayer over the two Master Jouster would help. I also added Elise Starseeker as a secondary win condition and took Yogg out since it loses more games than it wins.
It's partially depends on what decks you're seeing on ladder, but I wouldn't recommend Doomsayer over Master Jouster. Taking out Yogg for Elise Starseeker is a fine choice, she is great against control decks and can be a solid drop early.
If there existed a 5/6 taunt divine-shield for 6 most midrange and control lists would run 1 or 2 of them, but that isn't the case. I encourage keeping the Master Jouster because of how good it is against zoo and aggro shaman, since it almost always has those stats. Getting full value from Healing Wave is also super important because decks like miracle rogue, shaman, tempo mage, etc. have so much damage from hand with that you really need 28 from the 2 healing waves. It also keeps you from dying early to aggro lists.
So in part this list doesn't run Doomsayer because consistently winning jousts against most decks matters a lot, but the other reason is that Doomsayer doesn't, in my opinion, do a great job of answering the threatening decks in the meta. It either soaks 7ish damage and dies, or is used to delay the opponent's plays for a turn, or it gets answered because this deck doesn't play many minions early. I guess I'm being a bit hypocritical since if he soaks 7 damage, it's worth losing the Healing Wave joust, but then he doesn't gain you any board like Master Jouster would.
I'd honestly recommend taking out the Sunwalker over a Master Jouster, yes he is a risk, but Hearthstone is a game of calculated risk, and I think he is worth. Either way, try it out and let me know how it goes.
Joust synergy is extremely important in Healing Wave though, so whether you feel it is important or not, it is. Because of healing wave.
I have played many control shaman for a long time (currently N'zoth control shaman with skeleton knight), and the minute you only gain 7 HP instead of 14 pulling that doomsayer, you will see why a deep control deck needs to stay minion free under 5 mana. With no Healbot, you NEED those extra HP. There are three healing sources in this deck, one (Hellahealz) requires not only another card in AOE, but a board to wipe while you are low HP. The whole goal of the dontrol shaman deck is to survive until you can take over. Many decks have at least two "build board and do damage to your face" phases before turn 9 or 10. You MUST survive them. It is my opinion that when the healing wave rotates out, so does control shaman unless they give another specific heal to shaman.
I do hav Hallazeal the Ascended. i guess Elemental Destruction is a must then
i can build tis deck juz tat missing yogg and ysera. can't make myself to craft Elemental Destruction.
Any possible replacement like Windrunner ?
It's tough playing this deck without Elemental Destruction, Yogg-Saron, Hope's End and Ysera are less important.
In the Possible Replacements section I mention trying Doomsayer, but maybe instead try +Feral Spirit +Thing from Below +Arch-Thief Rafaam +Forked Lightning.
The fact that you lack the Hallazeal the Ascended + Elemental Destruction combo will make things much harder, but you can still play something similar without it.
Good luck!