Tempo Highlander

Last updated 3 years ago by
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Hi Guys!

 

Are you, just like I was, frustrated by the lack of interesting decks at the end of this season? Or just fed up with all the rogues? 
Then this tempo Highlander Shaman I created will be a treat for you. It's a minion deck with a twist. Use your minion generators to get control over the board early and win in the early to mid game by shear pressure. 

With the standard decks out there i sorta got stuck on platinum 10. This deck put me on a streak that landed me neatly on platinum 5 within 2hours.

The fun part is that you will be playing both murloc and totems. Does this work, you ask? Yes is does! And with the help of our finishers like Zephrys, Vessina and Bloodlust you will be able to put the damage in.

 

Strategy:

Claim the board faster then most decks can and keep pressure until they can't take it no more.
Keep adding value to you hands with cards that fill your hands back up, so you can withstand early removal tools like those of priest of warlock.

 

Tips on Rogue:
Keep cards like Devolving Missiles, Sandstorm Elemental and Landslide to get rid of pesky Stealth minions.
Also, both spells  work great with Diligent Notetaker. Keep them from developing to win. Won most games against rogues with this deck. 

on Mage:
One of the harder matchups can be (secret) mage. Try to play around their Flame Ward by not putting al your nuts in one basket or buff your board out of range. Work around Counterspell before you play Bloodlust.

Warrior: 
The one this deck seems to struggle with the most. Warrior's removal tools seem too much many a time, best try your luck against some other deck if you don't win in the early game. 

Hunter: 
Use cards to stall them from getting board presence with cards like  Crabrider and Devolving Missiles, get a bigger board, buff it and go face. Try not to get trapped.

Druid:
Go fast or go home. Kill their critters early and try to get a big board asap. If their outflood you it's done. Against ramp it's sorta the same strategy, but with them lacking removal you can also get a bigger board sometimes using your totemic powers.

Warlock:
You CAN outtempo zoo, it's kinda 50/50 on that one. Against Tickatus lock you should try to win in the early game and count. Try to outreach their removal, which is kinda challenging sometimes.

Demon Hunter:
Did not have alot of trouble with DH sofar, but they can become scary sometimes.

Shaman:
This deck seems to outtempo totemshamans and i don't see alot of anything else atm. Go for the board, they mostly lack the tools to come back.

Paladin: 
Paladins can become a threat Devolving Missiles and Zephrys the Great are in this deck for a reason.

Priest:
Priest is priest. You can either win easily in the early game or get unrighteously wrecked by their (RNG) removal tools. 

 

Tip: Grand Totem Eys'or combined with Totemic Reflection and Splitting Axe also wins you games (best played over two turns, copy your Eys'or, and let them buff eachother and maybe some other totems, copy them next turn for four Eys'ors, which often is the time when your opponent concedes.

 

Hopefully you will have as much fun playing this deck as i have!

 

Cheers!   

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