UiS Questamental Shaman
- Elemental Shaman
- Wild
- Casual
Welcome! Do you like spells that double up? How about little elementals that contest the board? Maybe smacking your opponent in the face for 32 damage in a single turn with your weapon? If any of those are true, this deck is for you!
Quick Guide + Win Condition
Blast through Command the Elements as quickly as you can, and smack face hard with Doomhammer, which forms your win condition when combined with Rockbiter Weapon and Stormstrike. If all goes well, you could potentially do 26 damage with a single swing of Doomhammer which, let's be honest, would be super fun.
Key Cards
- Command the Elements
- Obviously, this is the core of the deck and provides 1/3 of the overall win condition once the quest is done.
- Doomhammer
- This is the next step of the win condition. Can be used to keep the board in check, but make sure you leave at least two charges for face.
- Stormstrike
- This (and Rockbiter Weapon) is the last bit of win condition. If played after the quest is done, it bumps your weapon from 4 damage in a turn to 16. If you manage to get both of them (or two of either) you're looking at 24 weapon damage over two swings.
- Cagematch Custodian
- Useful to tutor your Doomhammer and to keep any elemental chains rolling. One of only two draw sources in the deck.
- Primal Dungeoneer
- The other draw source and super useful. All the spells are nature, so you're always getting two cards.
- Marshspawn
- Discovering more spells to give yourself better reactivity is always handy.
Quest Package: Plan and Cards
Some general notes on completing the phases of the quest and some ideas around when.
- Phase 1 - Play 3 Overload Cards - Reward: Unlock your Overloaded Mana Crystals
- You probably want this completed around turn 3, ideally with something in hand to make use of your freshly unlocked crystals.
- Phase 2 - Play 3 Overload Cards - Reward: Summon a 3/3 Elemental with Taunt
- If you can, and the board permits it, get this done the turn after phase 1.
- Phase 3 - Play 2 Overload Cards - Reward: Stormcaller Bru'kan
- Ideally you can finish the quest off with smaller overload cards so that you have the chance to drop Stormcaller Bru'kan the next turn.
We've got 10 cards in the deck, of which we need to play 8 (maybe fewer if we discover some more off of Marshspawn
- Quest Cards - 10 Overload cards in total
- Lightning Bloom x2 - Overload 2
- Absolutely best if you get to drop both of these + Doomhammer to go from 0 to 3 cards played in phase 1, but useful later on too if you're frozen on a turn.
- Lightning Bolt x2 - Overload 1
- Nice if it's around to be doubled later, but it's fine to use on early pesky guys.
- Novice Zapper x2 - Overload 1
- An early drop and a nice little boost to damage from Lightning Bolt and Serpentshrine Portal
- Serpentshrine Portal x2 - Overload 1
- Similar to Lightning Bolt, but even more value if doubled later on. Don't be afraid to use it, though.
- Feral Spirit x1 - Overload 1
- Super value if doubled, but otherwise here to develop both the board and the quest
- Doomhammer x1 - Overload 2
- Main win condition of the deck. Some swinging at minions is alright, but at least 2 charges (with damage boosts) need to go face.
- Lightning Bloom x2 - Overload 2
Elemental Package
Supporting your overload shenanigans are a bunch of friendly elementals. They're here to have decent impact on the board and enable those neat elemental chains.
- Kindling Elemental
- Always nice 1-drop. Gets chains going and lets you drop either of the 3-drop elementals on turn 2.
- Arid Stormer
- A backup win condition along with Rockbiter Weapon if your Doomhammer got broken. Cam burst the same amount of damage, though an extra turn later because it only has rush.
- Gyreworm
- Either there to chip at the face, or to clear early minions. Can also contest the midgame a bit with Arid Stormer or if your hero has some attack.
Removal
- Lightning Bolt
- Works on early minions, don't hesitate to drop it when needed.
- Fire Elemental
- Still for early game minions, but also contests the board for midgame.
- Torrent
- Here for the big guys or pesky taunts.
Tech and Swaps
- Devolving Missiles
- Although it potentially breaks up the Primal Dungeoneer draw engine, swapping this in over Kindling Elemental may help you with bigger targets at the expense of slowing down the elementals a little.
- Instructor Fireheart
- Generally a straight upgrade on Marshspawn. Helps if you are finding that you're not hitting enough overload spells.
- Lilypad Lurker
- Swap in for Fire Elemental if you're running in to sticky big guys.
Thanks for reading this far! Comments and suggestions welcome
Vote On This Deck!
Enjoy this deck guide? Help others find it and show your support to the author by giving it an upvote!
1- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 0 Lightning Bloom x 2
- 1 Command the Elements x 1
- 1 Lightning Bolt x 2
- 1 Novice Zapper x 2
- 2 Cagematch Custodian x 2
- 2 Rockbiter Weapon x 2
- 3 Arid Stormer x 2
- 3 Marshspawn x 2
- 3 Primal Dungeoneer x 2
- 3 Serpentshrine Portal x 2
- 3 Stormstrike x 2
- 4 Torrent x 1
- 5 Doomhammer x 2
- 6 Fire Elemental x 2
- 1 Kindling Elemental x 2
- 3 Gyreworm x 2
More Elemental Shaman Decks
More Decks From Stockworth
Leave a Comment
You must be signed in to leave a comment. Sign in here.
Comments
No Comments Yet. Be the first to create one down below!