Infinite mana Shaman

Last updated 2 years, 7 months ago by
  • Casual
3

Infinite mana quest line Shaman

The idea

The idea behind this deck is to create an infinite* mana combo. You first need to finish the new quest line Command the Elements to have your spells trigger twice. Then, on the combo turn, play Bolner Hammerbeak, Mailbox Dancer, and Pen Flinger. Each Pen Flinger costs 1 mana, and gives you 1 Coin (thanks to the repeated battlecry). Each coin gives you 2 mana (double spells) and returns the Pen Flingers to your hand to be played again. Thus with each pair of Coin + Pen Flinger you gain one extra mana and it can be done as many times as you want*.

* One problem with this deck is that you need to target minions with the Pen Flinger. Therefore, unless you can also generate infinite minions, you will end up running out of mana. Spirit Alpha can help a bit with that. Also, no deck is really infinie because of the turn timer...

The bad idea

It is possible to start the combo on the turn you played Stormcaller Bru'kan if you have at least 9 available mana. It is 10 mana total but you have 3 coins, 2 of which you get from Mailbox Dancer before playing the Pen Flinger. EDIT: this is actually not a good idea as Stormcaller Bru'kan is a battlecry and would therefore be repeated instead.

Then what?

What do I do with all that mana? Here are some ideas.

Use Instructor Fireheart to generate infinite value and hopefully kill the opponent.

Use your remaining overload cards to cast a huge Overdraft in you opponent's face. You have other face-damaging spells (Lightning Bolt, Serpentshrine Portal, or spells you generated). All those can also be buffed with Novice Zapper.

Don't forget that all those spells cast twice thanks to the quest reward.

Mulligan

Keep this

It goes without saying that you should keep Command the Elements.

I also suggest keeping Investment Opportunity to draw your overload cards. Guidance is also a good card to keep; it is an overload card and has potential to generate more.

Combo pieces, are good to keep too, especially Bolner Hammerbeak as there is only one copy. Instructor Fireheart is not essential, but if you can keep her it is probably ok.

Throw that

There are enough overload cards to draw, so I wouldn't keep them, except the board clears that are less interesting on the combo turn because you need targets for Pen Flinger. Lightning Bloom is not useful in the early game as most of the cards in the deck are rather cheap, and will be better for the combo turn.

 


EDITS:

  • fix bad card name
  • fix bad idea
  • add titles and mulligan guide, do some rework 

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