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67 PERCENT WINRATE LEGEND DRAGON SHAMAN

  • Last updated Nov 22, 2016 (Yogg Nerf)
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Wild

  • 20 Minions
  • 8 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Dragon Shaman
  • Crafting Cost: 5000
  • Dust Needed: Loading Collection
  • Created: 10/25/2016 (Yogg Nerf)
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  • Battle Tag:

    DREADICUS#1605

  • Region:

    US

  • Total Deck Rating

    266

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Hello, my name is DREADICUS, I am a 10x Legend player and this is the shaman list I made to climb the ladder to legend this season. As you all know, midrange shaman is the one of, if not, the best deck on ladder atm. So what better way to counter shaman than with shaman? This deck's best matchup, by far, is midrange shaman with a favored winrate at about 82 percent. This deck also has a ton of other favored matchups as well (check attached stats). Feel free to follow me on twitch as well if you want to see this deck and many more in action!

Twitch Stream: https://www.twitch.tv/dreadicus_bane

Twitter: https://twitter.com/DREADICUS_BANE

Proof: http://imgur.com/a/7VGc4

Stats: http://hss.io/d/15084339

Current Unproven List: http://imgur.com/a/nfeki

Deck Explanation:

Dragon shaman is a midrange deck that aims to control the mid game with an array of battlecry creatures and field wipes. The deck’s whole strategy is dependent on obtaining field control and maintaining it with two for one trades with cards like Fire Elemental and Blackwing Corruptor. If the field starts to feel unfavorable, cards like Lightning Storm and Maelstorm Portal help to reestablish board control. Cards, such as The Curator, Jeweled Scarab, Azure Drake, and Ysera help to keep the hand filled with options when the deck is forced into an attrition based late game.

Playstyle:

First and foremost, although this deck is heavily favored vs midrange shaman, it is still not a free win. To win the matchup, you will need to effectively determine when to use swing cards, like Lightning Storm,Maelstrom Portal, and Hex in order to provide you with the momentum you need to close out the game. When deciding what decision to make, you should always be aware of the effects that your decisions will have on the field in the long run and, more importantly, understand the possible ways you can lose the game. Cards like Hex are paramount to the deck’s success against end game cards like Malygos, Arcane Giant, Thunder Bluff Valiant, and Ragnaros the Firelord as these cards are difficult to deal with without having a dominant board state established when the cards are played from the opponent. Don’t just Hex a creature because it’s an easy efficient answer at the time. Most of the time if you can clear it with damage you should because, most likely, you will win the pound for pound topdeck endgame against most decks other than Druid and Warrior. 

 Reasoning For Card Choices:

Below are some basic explanations for the card selection in the deck. Keep in mind that this deck is not yet optimized for every matchup. Tech choices will almost always change based on the meta but the base of the deck deals with most archetypes efficiently and I wouldn't recommend making changes if you haven't played at least 10 matches with the deck and understand the way it functions.

Jeweled Scarab Explaination: Based on comment's, this card is, by far, one of the most questioned ones by the public. Before I transitioned to the full dragon style, Jeweled Scarab was the card I was trying to abuse the most in midrange shaman. I started running that and The Curator to act as another means of draw and options. Jeweled Scarab can provide the user an array of options to deal with a board state without committing a real card to the field. Getting cards like Healing Wave and Earthen Ring Farseer can perform miracles when trying to avoid maly, zoo, hunter, and freeze mage burst damage.Jeweled Scarab can also find cards like Hex, Lightning Storm, Elemental Destruction, Tinkmaster Overspark, Mind Control Tech, and Feral Spirit which allows for a multitude of ways to answer a boardstate without having to rely on the few removal spells remaining somewhere in the deck. Not to mention Lava Burst has surprised lethaled more people than I can count. Finally, the last factor is that Jeweled Scarab can be pulled off The Curator which can thin out your deck and help to really refill you hand in the end game. If you remain unconvinced, below is the replacement guide.

 

Jeweled Scarab Replacements: Before I settled on Jeweled Scarab, I did try Netherspite Historian but the problem that I was facing was that I was filling my hand with clunky dragons rather than dealing with the field. Anyway, you can generally replace any number of scarabs with Netherspite Historian but if you do, replace The Curator with Chillmaw since The Curator will lose a ton of value without scarab in the deck. You can also trade out a Jeweled Scarab for a Bloodmage Thalnos If you are willing to not get full curator value all the time more more efficient field wipes and Spirit Claws value. You can also try to replace scarabs for any combination of Stormcrack or harrision jones although this is a control way to build the deck. Faerie Dragon was another card that I have been testing but I still ran this card alongside scarab as well when I did run it at legend. 

 

Blackwing Technician Explaination: Blackwing Technician was put in the deck to trade efficiently with alot of early game creatures in the meta with three health. Creatures like Tunnel Trogg, Feral Spirit, Mana Wurm, Sorcerer's Apprentice, and a ton more all fold to the 3/5 stat line. Blackwing also does a good job of avoiding cards like Swipe, Fiery War Axe, and Lightning Storm

 

Blackwing Technician Replacements: I strongly recommend keeping black wing but if you shape more of the deck to not rely as much on dragons, I could see Feral Spirit replacing it although it loses alot of strength without Flametongue Totem in the deck. Brann Bronzebeard Is another strong choice to play in the deck but I would recommend running Brann Bronzebeard along side technician rather than against.

 

Why No Thing from Below?: This card is a great card but better in traditional midrange shaman  where they can perform big swing turns with totem generation after a field wipe. This deck does not run enough totem based cards to warrant playing Thing from Below. Twilight Guardian effectively replaces Thing from Below in most cases.

 

Why Ysera?: Ysera is a great attrition card to have when you start to run out of resources and are trying to close out the game. Ysera also acts as a dragon synergy activator that is always in you hand. Yes you can replace Ysera with cards like Deathwing, Chillmaw, or even Nefarian but Ysera is tested and proven to Legend unlike the other choices. I am currently testing Deathwing alongside Ysera but understand that he doesn't play nice with the rest of your field and deck. I added Deathwing into the variant i'm currently working on to help the druid match so I wouldn't be surprised to see him in the final, optimized, build of dragon Shaman.

Why Book Wyrm?: Because fuck Thunder Bluff Valiant. You replace Book Wyrm if you like losing to shaman. (In all seriousness, you can replace one with Deathwing or Chillmaw)

Mulligans:

This matchup guide is not designed for every situation but rather to help understand what you should look to do in each match and when to use cards like Hex and Lightning Storm. This mulligan guide will cover the basics of each matchup but you need to be flexible and adapt to the composition of your hand and situations you find yourself in. The key difference between a good pilot and a great pilot is knowing when to keep dragons rather than just play on curve. 

 

Shaman: In this matchup, you should prioritize cards that distinctly counter the early game from shaman. Tunnel Trogg on the coin is unkeepable because you can't use it to control field because this deck does not use feral spirits in order to maintain its resilience against field wipes. You should keep Lightning Bolt, Spirit Claws, Totem Golem, Lightning Storm, and Twilight Guardian if your hand is strong enough. You will need to use your field wipes effectively in order to deal with only out of control board states. Only use Hex on Thunder Bluff Valiant, Fire Elemental, orRagnaros the Firelord. Try your best to use damage to clear threats before hex because you will lose if you don't use this card effectively.

 

Druid: In this matchup, you need to get threats on the ground as soon as possible in order to take advantage of the empty board state while it lasts. This matchup is extremely difficult so use hex only on Malygos, Arcane Giant, and even fandral if he gets out of control. Keep Spirit Claws, Tunnel Trogg, Blackwing Technician, and Twilight Guardian. Try not to go pound for pound with this deck if you can help it. Kill azure and fandral on sight and make the opponent do the trading. Use Book Wyrm for tempo if you don't have a strong board as well.

 

Hunter: This matchup is favored as long as you maintain decent board control until you reach turn 5. Save Hex for Savannah Highmane and Ragnaros the Firelord. You'll also need to save a Lightning Storm for Call of the Wild and be aware of Cat Trick. Try to only use spells when you know that you can kill the cat as well. Keep Maelstrom Portal, Tunnel Trogg, Totem Golem, Blackwing Technician, Lightning Bolt, Spirit Claws and Twilight Guardian on the coin.

 

Mage: You need to starve this deck of all its resources before you can send any damage to face. Book Wyrm gets alot of milage in this matchup so never play him for tempo. Only keep Tunnel Trogg if you have Lightning Bolt or Totem Golem in hand on the play. Keep Blackwing Technician, Totem Golem, spirit claws, and Bloodmage Thalnos if you run him and if you have Spirit Claws in hand.

 

Warlock: This matchup depends heavily on how effectively you use your board wipes. Keep a lighting storm or a portal if your hand permits. Keep any low curve creatures and spells including Bloodmage Thalnos if you have him in the deck. Use Hex on Doomguard, Imp Gang Boss, or Darkshire Councilman if you can't clear him with damage.

 

Warrior: This matchup is also attrition based. Clear any threats as effectively as possible and keep the board state as small and powerful as possible to avoid playing into Brawl. Ladder mulligans are different than if you know that the matchup is control. It is too difficult to explain what you can get away with keeping depending on the composition of your hand so just try to keep low curve and at least one dragon to turn on your activators to maximize how much extra value you can get. Never play your last dragon unless you absolutely sure that its better to play it. Don't keep your weapon on anything more than one charge charge especially going into turn five for fear ofHarrison Jones. Other than that, keep low curve and play jeweled scarab on turn two if you end up with it in your hand. You have to stay productive or you will be forced into bad trades. 

 

Rouge: This matchup is difficult and depends on you being as aggressive as possible. Use Hex on Tomb Pillager, Gadgetzan Auctioneer, and always keep one for Edwin VanCleef. Keep low curve and don't worry about keeping dragons in the opener. You need board control above all else.

Here are some videos of the deck from a few Youtubers:

Keep in mind that not all the plays they made were what I would have done in their situations but I think they all did a great job piloting the deck and i'm glad that they made some high quality highlights of what the deck is capable of. When I get additional time, I will give a brief account of the crucial play differences that may have cost them the game, enabled them to win the game, or establish solid board control.

 

I hope I answered all the questions you may have had and helped to explain the deck further. Thanks so much for reading this guide and for playing my deck guys!!! Upvote, comment, and check me out on twitch if you get a chance!!!