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Quest Shaman deck list guide - Descent of Dragons - Hearthstone (December 2019)

How to get started with Quest Shaman in the Descent of Dragons meta.

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About James Law

James can usually be found wearing dungarees.

Our Quest Shaman deck list guide features the best deck list for Season 69 of Hearthstone (December 2019). You can also find some general strategy advice and a breakdown of the deck’s key combos, but we will continue to add more over time.

This deck is built around strong Battlecries, allowing some serious damage to be done when you finally get the Quest done and dusted. The reward, Heart of Vir'naal, allows you to spend 2 mana to double your Battlecries this turn.

Corrupt the Waters even synergises with itself. There’s no need to compromise your deck or playstyle in order to complete the Quest, it just gives extra value and power to your existing cards. The deck hasn’t seen quite as drastic a change as some others after the Doom in the Tomb event put a load of Wild cards back in Standard, but Evolve is one that’s proving rather strong in this deck.

Quest Shaman deck list and strategy

Here is the version of Quest Shaman we’re playing during the Doom in the Tomb metagame, modified for the Wild cards rotated back into Standard. Expect further refinements with meta developments, and we’ll be sure to update this page as and when they happen.

ShamanNeutral
1 x Corrupt the Waters2 x EVIL Cable Rat
2 x Sludge Slurper2 x Novice Engineer
2 x EVIL Totem2 x Questing Explorer
2 x Sandstorm Elemental2 x Mind Control Tech
2 x Weaponized Wasp2 x Lifedrinker
1 x Bandersmosh2 x Shield of Galakrond
2 x Corrupt Elementalist1 x Kronx Dragonhoof
2 x Dragon's Pack
1 x Nithogg
1 x Galakrond, the Tempest
1 x Shudderwock

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

Deck Import ID: AAECAaoIBuGoA9uyA+O0A/CtA9PAA+/3AgzGmQO0kQP5pQOcArulA8+lA94F1aUD7/ECua0Dt60D/q4DAA==

More Shaman guides:

General strategy

Battlecries are often seriously powerful, and this deck is flexible enough that you’ll be able to get a lot of Battlecries out early. Here is the gameplan you should be following.

Early Game: Once the Quest is active, you have a main goal: get the Battlecries going. Sludge Slurper and EVIL Cable Rat are extremely strong in the early game, because Lackeys are themselves Battlecry minions. Two Sludge Slurpers and one Cable Rat are enough to complete the entire Quest given that they’re essentially two cheap Battlecries in one card.

Your EVIL Totem is another fantastic early game card. Generating one Lackey at the end of your turn means that you’re guaranteed at least one to be added to your hand. Decent value in itself, but it increases exponentially the longer the opponent allows it to survive, meaning you’re in an excellent position to complete the Quest and start benefiting from the reward: Heart of Vir'naal.

Mid Game: You can generate some really strong tempo if your Quest is complete. Doubling up on Battlecries like Weaponized Wasp leads to an excellent impact, and any Lackeys you have left will be hugely advantageous. Depending on your matchup and the state of the board, you might be able to play a Mogu Fleshshaper alongside Mutate for some Rush damage and a random 8-drop.

Other than this, doubling up on your Battlecries in this deck is a solid plan of action, using the Heart of Vir'naal hero power with cards like Lifedrinker for card generation, or Mind Control Tech for board control. Your Corrupt Elementalist helps you Invoke Galakrond, the Tempest as well, and if you use it alongside Heart of Vir’naal you’ll fully Invoke him in a single turn, summoning 4 2/1 minions with Rush to deal with any board presence your opponent has.

You’ve also got Bandersmosh, who’ll transform constantly into a new Legendary minion, giving you the potential for some insanely powerful Battlecry effects not usually available in the Shaman class. Think Hir'eek, the Bat or Heistbaron Togwaggle. These effects can be doubled up with the Hero Power too, so you'll be in for a treat if Bandersmosh decides you're lucky.

Late Game: Ideally, you’ll have Galakrond, the Tempest fully invoked, and if your opponent is still alive, you can summon 4 8/8s with Rush for 9 mana. Kronx Dragonhoof is also available after this to ensure you get the finisher you’re after.

As a Battlecry-focused Shaman, Shudderwock is clearly a scary play. Of course, it’s not guaranteed that he’ll win you the game like Shudderwock Shaman decks of old, but doubling up on Battlecries that can damage your opponent, boost your board presence, generate value and so on, can put you out of reach of the enemy.

Your sustained pressure from the early game - which ramped up when you completed the Quest - should begin to overwhelm the enemy, and cards like Lifedrinker can provide the final push to get you over the finish line.

Quest Shaman Mulligan Guide

Your mulligan should be based mostly on Quest completion.

1. Corrupt the Waters is vital. Forego your turn 1 in favour of some nutty turns later on.

2. Questing Explorer is a Battlecry card, which adds to Quest completion, and is a solid card to have in your opening hand, allowing you to draw out more of your deck with the potential of more Battlecries being available to you.

3. Any and all Lackey generating cards are a must, especially EVIL Totem and Sludge Slurper. The strong Lackey Battlecries will both complete your Quest and keep you in the early game, and after the Quest is completed, their impact quite literally doubles. They can help you run away with a game early on, so shouldn’t be underestimated.

Quest Shaman tips, combos and synergies

Quest Shaman is all about Battlecries. Here are our top synergies and tips for playing the deck as best you can:

- Expensive Battlecries like Fire Elemental are more helpful later on in the game. Playing them alongside your Hero Power once Corrupt the Waters is completed is usually the best course of action.

- Shield of Galakrond works as a powerful Battlecry, as it also summons a 2/1 with Rush onto the board thanks to its Invoke ability. This gives you essentially 6/6 in stats, some with Rush and some with Taunt.

- You should be on the front foot, especially once you've completed your Quest. If the enemy builds up a scary board, you can always bring out Mind Control Tech or Sandstorm Elemental to put a dent in it.

- Along with the Heart of Vir'nal, Lifedrinker deals 6 damage directly to your opponent's face, healing you in the process.

- When used in conjunction with your Heart of Vir'naal Hero Power, Mind Control Tech can steal two minions from the enemy for just 5 mana, as long as the card’s Battlecry condition is met.

- Weaponized Wasp's powerful Battlecry requires a Lackey on board - don't play it expecting damage without one!

- Shudderwock repeats every Battlecry you've had thus far in the game. This'll usually mean a few card draws, a couple of minions on board, and a hell of a lot of damage flying around. Don't bother saving the Coin to double up on this effect - your hand will fill up with Lackeys anyway, and the Coin is best used to get ahead early on in the game.

- 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.

- Dragon's Pack is hugely powerful against aggressive opponents, summoning you 10/12 worth of stats with Taunt as long as you've Invoked two times.

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