What?! It’s that time of the month already! That’s right ladies, gentlemen, and gentlethems. I am doing my write up for my grind to legend! As always, I am doing this in hopes some people learn something and it helps them hit legend as well!
Note - I am writing this when I have been awake for almost 24 hours and some of this is getting low effort. If you have a question I will answer it when I get the chance!
What did I use this time? Pirate/Swarm Shaman. I used my own brew which appears to be pretty different from the top lists being used. I will get into why I chose this deck and list by talking about the meta.
The Meta:
The meta is currently being hyper-warped by a very simple fact. Turn 4-5 Dungar/Ziliax/etc. are a threat. While turn 4-5 may be outliers, turn 6 is exceedingly easy to achieve. That means your deck needs to be able to do 1 of 2 things. End the game before them or deal with the board druid makes. The 1st option is a much easier proposition. This has given rise to decks some old friends making a return. Bloody Prates.
Shaman by far and away has the best chance of KO’ing a druid before they can get their gameplan going. I had multiple games where the Druid plays 2 ramp spells, Oaken Summons, and promptly died. The same thing kinda kept happening with warrior as well. They would ramp, draw, then fall over to Bloodlust.
Mana ramp and mana reduction continue to cause a ripple effect that is hard to quantify.
Classes:
Death Knight - The class keeps doing what it has been doing since I came back from my break. Slowly grind down the opponent through relentless value. I saw mostly aggressive Horizon’s Edge variants. I have a feeling that the hyper-control version might struggle against Druid. Triple blood may be able to. Slight favor goes to Shaman.
Demon Hunter - I was incredibly surprised how few Demon Hunters I saw. They were all pirate and all just slightly too slow. Bloodlust and good spot removal always seemed to give me a slight edge. Slight edge to Shaman.
Druid - Every single one was Dungar Ramp. 99% of the time they were a free win. Watching a many druids go Wild Growth, New Heights, Crystal Cluster, and then die was always funny. Sometimes replace 1 ramp spell with an Oaken Summons/Gloomstone/ADC and then they go down anyway. Massive favor to Shaman.
Hunter - GOOD LORD people love the new discover hunter! The amount of times I saw Exarch Naielle on turn 3 was mind boggling. This was a very polarizing match up. It seems like I either just stomped them or they stomped me. There was no in-between. I give the slight advantage to Shaman. But man, that deck is a value train.
Mage - I only saw a few Elemental mage. The only losses I took to them was when they had double Solar Flair. There is just nothing you can do when the opposing agro deck gets to play minions AND wipe your board. I had the slight advantage over the long run.
Paladin - The two decks should be obvious. Libram and Hand Buff. If the Libram Paladin did not have Prismatic Beam they basically just got ran over. I feel like so many Libram Paladins try to hold their Libram of Divinity till it is free rather than letting it rip for tempo. The buffed weapon is doing some insane heavy lifting for the deck. If they don’t see it or Instrument Tech they have an awful time. Hand Buff suffers from having trouble dealing with a wide board. Numerous games ended because they could not clear the board and Sigil/Cliffside into Bloodlust just ends it. It is in slight favor to Shaman.
Priest - I ran against a few Reno Priest. They got ran over. I played against a few Zarimi priest. They did a bit better. They just get out valued and out agroed before Zarimi ever gets a chance to be online. Favor to Shaman.
Rogue - I would say 90% of the Rogues were weapon Rogue. If they do not see Fan of Knives they got out raced every time. Tar Slick, Prep, Fan is devastating if you haven’t had the chance to buff up your minions. Favor to Shaman.
Shaman - I saw a decent amount of Asteroids. You get to rush them down before they get the chance to get enough asteroids rolling. Malted Magma and Baking Soda Volcano can be very rough when played at the right time. I almost always tried to go for Sigil/Cliffside into Bloodlust plays. They play no taunts and have nothing to stop it. The swarm vs swarm vs pirates is a trip. Draws play such an incredibly heavy roll. If one person gets Ziliax or some sort of buffing online first, it is normally insurmountable. Swarm has the edge over Asteroids.
Warlock - I only ever saw the Handlock with a ton of healing. Trying to get through that many board wipes and healing is near impossible. I stole a game here and there, but the favor is to the Warlock.
Warrior - I THINK I saw only Odyn/Hydration warrior. The vast majority of games ended on turn 6 and I never got to see what they were playing. The only times they got games on me is when they dropped a turn 4-5 Ziliax into mass armor gain. In Shaman’s favor.
My Deck List:
Custom Shaman
Class: Shaman
Format: Standard
2x (1) Lightning Bolt
It went face. It cleared minions. It did its job superbly.
2x (1) Miracle Salesman
1 mana 2/2 that gives draw or activates Oracle go BBRRRR.
2x (1) Murloc Growfin
Me make two 1/1s. Me never play 8/8s.
1x (1) Patches the Pilot
Patches makes pirates go BBRRRR.
2x (1) Pop-Up Book
Goes face. Kills minions. Frogs get +3 attack and go face!
1x (1) Spirit Claws
Activates Cliffside. Goes face. Sometimes kills minions.
2x (1) Thrall’s Gift
Board wipe. Hex. Bloodlust. All good.
2x (1) Treasure Distributor
Very mediocre turn 1 if I am being honest. Using it alongside Cliffside can win games.
2x (2) Adrenaline Fiend
Do you like swinging 5+ damage to face? I sure do. Can also do combat tricks with Cliffside.
2x (2) Cult Neophyte
Sets back ramp 1 turn. Kinda GOATed if I am being honest.
2x (2) Sigil of Skydiving
Makes charge pirates go BBBRRRR.
1x (3) Carefree Cookie
Turns pirates, frogs, and murlocks into (sometimes) bigger and (sometimes) better minions!
2x (3) Ethereal Oracle
Draws Thrall’s Gift and makes spells going face go BBRRR!
2x (3) Hozen Roughhouser
Makes attacking prates go BBRRR!
2x (3) Southsea Captain
Make other pirates strong!
2x (4) Dangerous Cliffside
Makes charge pirates that go BBRRR!
1x (0) Zilliax Deluxe 3000
1x (0) Zilliax Deluxe 3000
1x (3) Pylon Module
1x (4) Ticking Module
Ziliax does Ziliax things!
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