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Meet Lionar's Shaman Brother
Posted On 05/07/2008 02:28:48 by madjinn - Read 14875 time(s)

Nevermind genetics. Lionar has a brother and he's a troll shaman. Why do I say he's Lionar's little brother? Because the Blood Cursed control deck was the inspiration for this shaman counterpart. Especially in the ally base. But this traitor-flavor, Kil'zin shaman deck has a bit more of the aggro to its name and has a better early answer to Myriam Starcaller. It packs redundancy like the Lionar version does, but of a different kind. So what am I talking about? Take a look:

 

HERO(1)

 

Kil'zin of the Bloodscalp

 

ALLIES (25)

3x Voss Treebender

4x Xanata the Lightsworn

3x Vexmaster Nar'jo

3x Sha'kar

4x Tatulla the Reclaimer

2x Doshura Risestrider

4x Ras'fari Bloodfrenzy

2x Ishanah, High Priestess of the Aldor

 

ABILITIES (23)

4x Storm Shock

3x Purge

3x Death Shock

4x Element's Fury

3x Mana Spring Totem

3x Earth Shock

3x Totem of Decay

 

QUESTS (13)

3x Thwarting Kolkar Aggression

3x Finkle Einhorn, At Your Service

4x Chasing A-Me 01

3x Forces of Jaedenar

 

SIDEBOARD (10)

4x Chill

3x Healing Wave

2x Shadala

1x Doshura Risestrider

 

 

First things, first. The obvious question. Why Kil'zin over Lionar? To that, I'd say: bad question. Kil'zin isn't necessarily significantly better than its warrior counterpart. What he is, is a viable alternative, one who offers different tech and strategy for a perhaps different meta environment than the warrior version. It's all in the cards, so to speak.

 

Though they're sideboarded, Chill beats out Intercept in any context except synergy with Doshura (it makes up for this in synergy Sha'kar) and Healing Wave turns the tables in a close/mirror match where often the winner's decided by who went first. Element's Fury puts extra damage onto the hero while taking out a plethora of 3 health allies, including common protectors like Xanata, and Death Shock does the targeted ally destruction job of Sudden Death at instant speed in the later game without the drawback of being interruptable by a single point of damage. Plus going troll allows you to run Thwarting Kolkar Aggression, which has surprising effectiveness in the longer match-ups that this deck tends to bring.

 

 

Card for card, how does this build work specifically?

 

Voss Treebender gets around Xanata and other troublesome protectors in the early turns to start putting on damage until you can play an Element's Fury or Doshura to brush their allies out of the way. He's especially useful against Xanatas who the Vexmaster just can't deal with.

 

Sha'kar is the prize anti-Myriam tech. If you've played your cards right, come turn 4 or 5 a Starcaller deck will only have the 4-cost untargetable out along with a protector to keep her alive. Flip Kil'zin on the protector and, having dealt nature damage, send in Sha'kar to eat up the troublesome untargetable. He also synergizes with Storm Shock, Element's Fury, Death Shock, Chill and Earth Shock for 3-cost ferocity, but his inclusion is practically contingent upon having nature damage through Kil'zin's flip.

 

 

Storm Shock is all about putting on damage. Originally, I had it sideboarded with Chill in its place, but Chill only seemed to play better in match-ups where the hero was doing a part of the attacking, like a Serpent deck, solo Rogue or Warrior, or Feral Druid. Like Chill, rarely will you take out an ally with it, but it deals 4 times the damage onto their hero for the same bargain-rate cost.

 

Death Shock is almost worth playing just to have your opponent scratch his head in wonderment when you run your hero into an opposing ally just to get the damage on to Death Shock the little bugger away. This will take out bigger protectors like Kulvo when Element's Fury just won't win the day, plus it's one of the better techs a shaman has against big control drops late in the game. Which is also why I included...

 

 

Totem of Decay. I went back and forth on this one for a while. Generally, you'll only see it out for one turn. Or two at most while you opponent holds back his hand until he draws an answer for it. But for a shaman class with no direct ally destruction, it's often at least the 4 cost Vanquish you would have included anyway. Plus it has the added utility of being able to destroy abilities and equipment as well, though it's opponent's choice. Totem of Decay is always an EoT play.

 

 

Mana Spring Totem is an always EoT as well. It's this deck's Bloodrage. A little cheaper and easier to destroy but as close as shammies can get. At worst it's pay three to and draw one. But if it stays out it's supreme card advantage without the bloody drawback.

 

Earth Shock is removal and interruption, plus its a hefty four to the dome when the match is running close. Granting that no Lionar's I've seen run shields, Earth Shock's a better card all-around then Shield Bash, despite it's additional cost of one more resource.

 

***

 

Ras'fari is one of the roads to victory (not quite a win-condition, but close). The real win-condition is attrition, so you play aggro when you can and control when you need to do make sure you have answers to whatever they might be playing. Chasing A-Me 01 brings your Ras'faris back when you need them.

 

Shadalas are boarded in for ability heavy match-ups, like Feral Druid or Combat Rogue, or situations where dangerous abilities get placed directly on your hero, like Shadow Weaving.

 

Mirror matches with Lionar are just that, mirror matches, with the exception that Smash is a dead card and you have Purges to turn their Bloodrages into an damaging Gahz'ridian. Watch out for Felsteel Reapers, Deafening Shouts and big health control allies, but the answers are pretty much all there for all of these kind of cards if you prepare yourself in advance to handle them. Serpent decks may be a bit of the luck of the draw pre-sideboard, but post-boarding you should be able to shut one down.

 

So as we wind toward Realm Championships in a matter of a week, take a second to test out Kil'zin against the meta that you think you might face. And regardless, get a couple wins for me while I sit home grumbling that Qualifiers were on the same day as graduation...

Tags: Warcraft

Related to: World of Warcraft TCG



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Viewing 11 - 13 out of 13 Comments


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05/07/2008 14:41:32

I have been trying out some traitor shaman decks (both horde and alliance).  My goal was to get a more mid-game tempo deck similar to the old Ona Skyshot decks.  Totems seem excellent in the mid-game where they can allow you to establish a bit of control.

How has your playtesting shown Storm Shock to hold up? I found it to be subpar from what I saw, since it didn't do enough to change tempo, it just didn't change the state of the game for me really. 

Admittedly I wasn't using things like Elements' fury, but instead was using Lightning bolt to be able to take out kulvo's.  Perhaps with the added pressure on life, it might work a bit better.

 

Regardless, thanks for some ideas!



05/07/2008 14:14:50

The Lionar comparison is because, at its core, the deck was inspired directly from the Traitor warrior control deck. The ally base, to take the most obvious example, is nearly identical to the Lionar build that went 5-0 at DMF Stuttgart a while back. It's pretty much the epitome of a solid, Horde control ally base and its taken right from Lionar's own ranks.

 

In terms of abilities, the deck has a lot of correlaries with the Blood Cursed control deck. Mana Spring Totem is the shaman deck's Bloodrage (yes, it's different - more vulnerable, cheaper, less card draw off the bat, no DoT drawback, etc. - but it serves the same purpose). Death Shock is this deck's Sudden Death. Aside from both being 2 cost, instant Traitor abilities, they're both designed to take out allies. Yes, they're different. Death Shock relies on you having damage enough on your hero to take the target out, whereas Sudden Death is interruptable by a single damage ping.

 

There are also abilities with less obvious similarites. More in terms of function than actually utility. Element's Fury does the job of Puncture taking out early allies with 3-health or less. True, it doesn't target abilities and it's not actually pure destruction, it nonetheless functions in a similar fashion for the deck in the early turns. Purge and Totem of Decay are the deck's card-hate redundancy. For Lionar, this redundancy was equipment and allies. For Kil'zin, it's abilities and to a less extent allies as well.

 

Now, as to the earlier point of the deck seeming to be torn between aggro and control, I think you're misreading the cards due to the fact that they deal damage (like aggro) instead of being explicit targeted hate (which is more a control thing). I stated in the article that the Kil'zin deck was more aggressive than its Traitor warrior brother, which I see as a boon in Kil'zin's favor.

 

The reason the damage dealing cards are in the deck are first and foremost for the purposes of control (as outlined above and in the article). Shaman as a class lacks almost any targeted hate (excpet Purge) so the 'control' cards it plays are damage based. However, I think one of the strengths of the deck and the cards in it is that it is able to play control with aggro cards, or that it's control is aggro-based. In match-ups where control wouldn't be the strongest choice, the "aggro" of the Kil'zin can help you pull out a win through the damage that the deck can dish out. 



05/07/2008 13:52:05
Kilzin is a decent deck, but this build seems quite torn between whether it wants to be an aggro deck or a control deck. My only question is why you kept comparing him to Lionar when the decks are pretty different...at least the way it is built now.



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