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Galakrond Shaman deck list guide - Ashes of Outland - Hearthstone (April 2020)

Check out this deck's Corrupt Elemental-List.

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About James Law

James can usually be found wearing dungarees.

Our Galakrond Shaman deck list guide features the best list for Season 73 of Hearthstone (April 2020). You can also find some general strategy advice and a breakdown of the deck’s key combos. We will continue to update so our Galakrond Shaman deck list is the best it can be.

Galakrond, the Tempest is Shaman’s version of the card. His Battlecry summons two 2/2 Storms with Rush, but can be upgraded to summon two 4/4s or 8/8s if you Invoke him enough times.

Galakrond's Fury is the new Hero Power, and the effect generated when Invoke is triggered. You summon a 2/1 Elemental with Rush each time, so you’ll be able to keep an immediate threat to enemies when they try to take control of the board. Remember, whenever you play an Invoke card, Galakrond's Fury is triggered, so it’s worth playing Invokes aggressively to take down enemy minions.

The rest of this deck plays like a standard control archetype. You’re looking to draw the game out until your opponent can’t handle your value and pressure, at which point the win should be yours.

Galakrond Shaman deck list and strategy

Here’s the Galakrond Shaman deck we’re using for the beginning of Ashes of Outland. We’ll keep you updated with any changes!

ShamanNeutral
2 x Sludge Slurper2 x Novice Engineer
2 x Invocation of Frost2 x Mo'arg Artificer
1 x Lady Vashj1 x Archmage Vargoth
2 x Far Sight2 x Devoted Maniac
2 x Lightning Storm2 x Shield of Galakrond
2 x Serpentshrine Portal1 x Kronx Dragonhoof
2 x Shattered Rumbler
2 x Torrent
2 x Dragon's Pack
2 x Corrupt Elementalist
1 x Galakrond, the Tempest

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAaoIBNaZA+O0A+S4A9PAAw2cAvUEsgbGmQO3rQO5rQP+rgOqrwPQrwPbuAOTuQOXuQPpvgMA

More Shaman guides:

General strategy

You’re aiming for a control gameplan, surviving through the early game and taking out your enemy with big-time plays later on. Here’s how to pilot it successfully.

Early Game: Try to keep the board clear of aggressive threats. You’ll want to mulligan accordingly if you suspect an aggro opponent, with Sludge Slurper and Invocation of Frost being excellent cards to play early and avoid the opponent getting too far ahead. Remember - Invoking Galakrond summons a 2/1 with Rush, so you can cast Invocation of Frost to freeze a minion, and send the 2/1 to kill another minion.

Try to survive as long as possible with your early drops and you should draw out your bigger ticket cards. Invocation of Frost stalls out the enemy and gets you a 2/1 with Rush, and Far Sight sets you up for big plays later in the game.

Mid Game: Your minions should be playable safely by this point, having survived early pressure. Devoted Maniac, Lifedrinker and Faceless Corruptor are ideal plays in the mid-game. Faceless Corruptor transforms one of your minions into a copy of itself, so if you can transform a Lackey, you'll be getting two 5/4 minions with Rush on the cheap.

Try to get Galakrond fully invoked too. Corrupt Elementalist, at 6 mana for a 3/3, doesn’t seem great, but you’ll get two 2/1 minions with Rush meaning it’s effectively a 5 mana 7/5, some of which can impact the board immediately. Not too shabby. Keep the enemy's board as clear as possible - you've got a load of spells to help you do this. Serpentshrine Portal and Lightning Storm are ideal options for this, and can be combined with Mo'arg Artificer for extra damage to make sure you get that clear.

Once you’ve Invoked a couple times, Dragon's Pack gets really strong. 5 mana for two 5/6 minions with Taunt is pretty ridiculous, and can stop an aggressive or midrange opponent in their tracks.

Late Game: Galakrond, the Tempest can bring you right back into the game. The fully upgraded version summons two 8/8s with Rush, offering removal alongside a scary board presence. Vashj Prime will refuel you and let you start casting spells again too. Finally, Kronx Dragonhoof can be played out after you transform into Galakrond, and unleash a Devastation on your enemy, stamping out any final hope of them getting back into the game.

Galakrond Shaman Mulligan Guide

Below is our guide on what to keep in your opening hand when playing Galakrond Shaman.

1. As mentioned previously, Invocation of Frost can stall out aggressive opponents through the Freeze and Invoke combination.

2. Sludge Slurper gives you a Lackey as well as contesting the board early on.

3. Corrupt Elementalist costs 6 mana, but Invoking Galakrond twice is hugely powerful. You also get the extra 2/1 minions with Rush to go along with the 3/3. Keep hold of it if you've got a plan for the early game.

Galakrond Shaman tips, combos and synergies

Below are some tips for how to best play Galakrond Shaman in the Ashes of Outland meta:

- Shattered Rumbler should get rid of a lot of enemy pressure, but make sure you've planned ahead and played a spell the turn before. You'll be able to tell whether or not the Battlecry is going off because the Shattered Rumbler card will be highlighted yellow in your hand.

- Archmage Vargoth recasts a random spell you've played at the end of each turn he's alive. Good ones to target are Dragon's Pack or Far Sight.

- Galakrond, the Tempest upgrades the stats of the Storms with Rush it summons. The first stage gives you 2/2s, then 4/4s. Finally, you’ll summon two 8/8 minions with Rush the turn you play Galakrond.

- Galakrond's Fury, the Hero Power for Galakrond once you’ve transformed, costs 2 mana to cast. Even so, remember you still gain the effect from Invoke cards even if he’s already in play.

- If Lady Vashj gets killed off, Vashj Prime will be shuffled into your deck. This card's Battlecry will be huge for your tempo, drawing you 3 spells and reducing their costs by 3 mana. Often, you'll be able to play them straight away.

- Kronx Dragonhoof has four potential Devastations. Decimation deals 5 to the enemy Hero and heals yours by 5. Reanimation summons an 8/8 Dragon with Taunt. Domination gives all your other minions +2/+2. Annihilation deals 5 to all enemy minions. Depending on your game’s state, you’ll want to choose carefully - sometimes you just want to end it all, whereas on other occasions you need to clear the board of enemy threats.

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