Jabber Reno Shaman

Class: Shaman - Format: wild - Type: combo - Season: season-52 - Style: theorycraft

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Deck Import

Mulligans

General Mulligans

Haven't played Wild much at all, much less Highlander builds in Wild, much less SHAMAN Highlander builds in Wild, so my guess for Mulls is about as good as anyone else's. Choices above are solid early-game plays and draw spells that should ge the ball rolling. Chain Gang is there because, out of the three combo pieces required, it costs the least and can have enough of an impact on the board to stall for drawing into the other two. Reno because if you survive until T6, he'll just heal you back to full. You'll probably want more early wipes against more aggressive decks. IDK, do what you want. 

Initial thoughts on a Highlander Shaman build after TWW drops. Shudderwock seems like one of the most powerful Legendaries we’ve received (period), and I’m absolutely stoked to give it a test run. This deck is stacked with a bunch of the most powerful Battlecry effects at Shaman’s disposal and ways to take advanage of them.

The ongoing theorycraft is the following gameplay, which should allow you to effectively win the game over the course of a turn as long as you play your cards right:

Step 1: Play Saronite Chain Gang at some point in the game

Step 2: Play Grumble at some point in the game

Step 3: Play Shudderwock

Step 4: ???

Step 5: Profit!!

When you play Shudderwock, you will make a copy of it (using Chain Gang’s Battlecry) and subsequently bounce said copy (using Grumble’s Battlecry) back to your hand. This copy will cost 1, meaning that for every single mana you have for the rest of the game, you will be able to summon an additional 1-mana copy of Shudderwock. The gravy here, on top of the criminally undercosted 6/6’s, is the fact that each time you play a Shudderwock you get an additional iteration of every other Battlecry you’ve played in the game thus far. This includes everything from Coldlight Oracle, to Loatheb, to Hagatha, to Reno Jackson. If you play your cards right, you can win the game instantaneously the turn following the initial Shudderwock using the Battlecry of a new card called Lifedrinker. The line of play here is to play ten copies of Shudderwock and get ten copies of Lifedrinker’s Battlecry, doming your opponent for 30. Whether or not this will even be necessary is something we’ll find out as the deck develops, but it’s an interesting combination to think about in the meantime. 

The deck is constructed such that you should be able to survive long enough to draw and play Chain Gang, Grumble, and then Shudderwock. Shaman has historically had trouble with consistent card draw, so our next best bet is stalling the game as long as we can using the likes of Antique Healbot, Healing Rain, and Reno for healing (non-targeted sources work best with Shudderwock) and several wipes to control the boardstate. 

This is my first time taking a legitimate foray into Wild, so I honestly don’t know what to expect from this build. I’ll likely revisit it multiple times to make edits as I test it. Seriously excited to test it out and see where things go. Any and all constructive criticism would be greatly appreciated.

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