35W 11L (As of 20th September) Post-Nerf Midrange Shadow

Last Updated: September 20, 2017
Deck Summary:
Deck Cost: 25,550
5 16 5 5 2 2 4 1
1 2 3 4 5 6 7 8+
Followers: 32
Spells: 8
Amulets: 0
Mulligan/Draw Simulator:

Deck Overview:

This is my take on my favorite archetype- Midrange Shadow. This list is the one i deem best for the meta after multiple tries, seeing other people's list and experimenting various techs tournament player uses on their own mid shadow list. By the 20th of September, it's currently 35W 11L, since i've been running to a rather abundant amount of D-Shift and Sword lately.

I've been seeing a lot of Neutral Haven lately, and this deck does surprisingly well against it. Due to Neutral Haven's lack of removal, it doesn't really have enough tools to deal with your board, while using cards like Attendant, Urd, Lurching Corpse and Soulsquasher, you can pretty easily deal with theirs if you don't brick hard in the early game. Neutral Sword is a similar but slightly more difficult matchup due to the omnipresence of storm cards like Alwida's and Albert, so you really need to keep your life total and the amount of resource you and your opponent has in mind.

The main difference this and other mid shadow variant has is that it runs 2 of almost every single one of its staple cards, namely : Eachtar, Immortal Thane, Cerberus, Death's Breath, Prince Catacomb, Urd, Bone Chimera, Attendant and Lurching Corpse. The reasoning behind this is that you pretty much need everything in the current meta, from ward generators to cards that allow you to make favorable trades into your opponent's board. Prince Catacomb and Bone Chimera also serves as great shadow generators on top of making your board extremely sticky. Shadow management is important in this deck, since Eachtar, Death's Breath and Squasher all require a moderate amount of shadows to get off their effects, which could be a difference between winning and losing a game.

Phantom Howl is your only finisher in the deck, assuming you don't manage to build a board with Catacomb. This deck formerly runs Tyrant, but i cut it in favor of a 3rd Chimera.

Mordecai is a tech against lategame decks like Control Blood and Ramp Dragon. Try to save an Urd for this if possible.

Priority Mulligans :

  • Skull Beast
  • Soulsquasher
  • Lyrial
  • Dark Conjurer
  • Bone Chimera
  • Zombie Party (going 2nd against a most-likely aggro class, e.g. Blood, Sword, Haven).

Matchups :

A. Neutral Haven
The tier 1 deck of the current meta, Neutral Haven can be really easy to deal with using this deck. With cards like Attendant, Lurching Corpse and Urd, you can very easily gain the board control against them while accumulating shadows for Death's Breath, which typically screws them over due to their lack of removals. If you go 2nd, try to mulligan for Zombie Parties and Lyrial + Conjurer. If you go 1st, fish for cards like Attendant and Squasher to establish board control.

B. Neutral Sword
A more difficult matchup than Neutral Haven due to cards like Albert, Council and Alwida's. Same concept as above, but just keep the number of your opponent's resource s and your health total in mind. Death's Breath is essential for this matchup.

C. Dirt Rune
Probably Shadow's anti-thesis since the beginning of WD. Cards like Mutagenic and Calamitous and Levi are guaranteed to make you cry. Drop Catacomb as soon as possible and fish for Eachtar and Cerb to punish their mutagenic plays.

D. D-Shift Rune
Fish for 2/2s and Attendant, and if possible, Urd. Once you drop liches on the board there's little D-Shift can do to stop the aggression.

E. Ramp Dragon
Arguably the easiest matchup yet. Lurching Corpse destroys Bahamuts and Israfils while Chimera and Attendants punish their board clears and Mordecai makes Bahamut impotent (especially true with Urd). Just watch your health, since some Dragons can OTK you from 18 at turn 10 with Dread Sea + Genesis + Arriet. Drop Death's Breath or Wight King if possible.

Evolving and Decision Making

Due to its less prominent place in meta and a dive in popularity, mid shadow once again fades into obscurity, with people choosing to go for aggresive and faster decks. I feel obligated to tell you the decision makings involved in the progress of me making this deck- whether if it's in-game or outside of the game, since shadow is a class rich with various archetypes and card options, and with variety comes decision-makings. As a shadow player, you must know when to evolve, what to evolve, and where to ram your evolved follower into, depending on various situations and matchups.

As with other classes, your priority evolve targets should be the ones that are able to get value out of the evolve point, or ones that doesn't generate board presence without an evo point, but very good otherwise. Thus, we can conclude that your priority evo targets are :

  • Lyrial
  • Immortal Thane
  • Mordecai

Being frugal with your evo is usually the way to go. Cards like Squasher and Lurching corpse will help you immensely in that departement. At times, it is also good to evo one of your last word followers to put your opponent in a tough spot, especially if you have cards that can push lethal like Coco and Mimi. These followers are :

  • Bone Chimera
  • Attendant of the Night
  • Lurching Corpse

For example : You have an attendant and a cerberus, you're up against a dragon player with an empty board. In this situation, if your attendant can go face, it is smarter to evo your attendant rather than your cerberus, since they won't go unpunished for getting rid of damage on your side of the board.

Now onto the decision makings. This deck is chock-full of it. Whether it be questions about using demon eater on something or would it be worth it to spend your shadow on a certain card (e.g. Using either squasher or death's breath to respond into an opponent's board). Catacomb may seem like a very obvious play at turn 4 if you have at least 2 minions on the board, but the reality is, Catacomb is much worse if you're not taking the initiative. If you're going second, putting as much threat on the board as possible and forcing your opponent to respond to it is much more valuable than making your board survivable. Going 2nd, something like Lyrial + Conjurer or Urding an attendant is usually a much better option than simply slamming catacomb down and evolving it for a 3/3. However, matchup also matters. Using catacomb is more impactful against dragon than blood, because dragon is responsive, and being forced to clear a board that turns into another board when cleared isn't gonna be fun for them.

As for seeking lethals, you shouldn't really worry since this is a midrange deck, and usually it's obvious when you have lethal, assuming you can count from 1 to 20. One of the most common lethal scenario is if you have cerb and howl in your hand, then i'd suggest you evo aggressively and reduce your opponent's health to 11 or 9 as soon as possible.

As for the decision making when building this deck, one of the hardest decisions i had to make was to use Urd over Necroassassin, my reasoning being Urd is more versatile in many situations and synergizes better with attendant and mordecai. Other decisions are whether to run 3 lurching corpse instead of 2, but i value more 2 drops that are able to trade, and likewise with running 2 soul conversion instead of 3, i feel that board presence is important as opposed to just getting value out of your cards like mid shadow used to do.

UPDATE : Removed Tyrant, added a 3rd Chimera to make this deck more consistent and less prone to bricks.

Deck List:
Follower
Card Cost Quantity
Skull BeastFollower - Standard
Unevolved
Last Words: Gain 1 shadow.
1 x 3
Lyrial, Celestial ArcherFollower - Rise of Bahamut
Evolved
Evolve: Deal 1 damage to an enemy.
2 x 3
Dark ConjurerFollower - Darkness Evolved
Unevolved
Fanfare: Summon a Ghost if an evolved allied follower is in play.
2 x 2
Lurching CorpseFollower - Rise of Bahamut
Unevolved
Can only attack the enemy leader and followers with Ward.
Last Words: Destroy a random enemy follower.
Evolved
Can only attack the enemy leader and followers with Ward.
Last Words: Destroy a random enemy follower.
2 x 2
Little SoulsquasherFollower - Tempest of the Gods
Unevolved
Necromancy (4): Destroy an evolved enemy follower.
2 x 3
Demon EaterFollower - Wonderland Dreams
Unevolved
Fanfare: Destroy an allied follower and draw 2 cards. (Doesn't activate if no other allied followers are in play.)
2 x 3
Bone ChimeraFollower - Darkness Evolved
Unevolved
Last Words: Summon two Skeletons.
Evolved
Last Words: Summon two Skeletons.
3 x 3
Attendant of NightFollower - Rise of Bahamut
Unevolved
Can only attack the enemy leader and followers with Ward.

Last Words: Summon a Lich.
Evolved
Can only attack the enemy leader and followers with Ward.

Last Words: Summon a Lich.
3 x 2
UrdFollower - Standard
Unevolved
Fanfare: Destroy a follower, and then return it to play.
4 x 2
Prince CatacombFollower - Tempest of the Gods
Unevolved
Fanfare: Give all allied followers Last Words: Summon a Skeleton.
4 x 2
CerberusFollower - Standard
Unevolved
Fanfare: Put Coco and Mimi into your hand.
5 x 2
Immortal ThaneFollower - Tempest of the Gods
Unevolved
Fanfare: Summon 2 Wights.
Last Words: Put a Wight King into your hand and change its cost to 0.
Evolved
Last Words: Put a Wight King into your hand and change its cost to 0.
7 x 2
Demonlord EachtarFollower - Tempest of the Gods
Unevolved
Necromancy (8): Summon 2 Zombies.
Fanfare: Give all other allied followers +2/+0 and Rush until the end of the turn (whether Necromancy was activated or not).
7 x 2
Mordecai the DuelistFollower - Standard
Unevolved
Last Words: Summon a Mordecai the Duelist.
Evolved
Last Words: Summon a Mordecai the Duelist.
8 x 1
Spell
Card Cost Quantity
Soul ConversionSpell - Standard
Unevolved
Destroy an allied follower.
Draw 2 cards.
1 x 2
Zombie PartySpell - Tempest of the Gods
Unevolved
Deal 3 damage to an enemy follower.
Enhance (7): Then summon 3 Zombies.
2 x 3
Phantom HowlSpell - Standard
Unevolved
Necromancy (1): Summon a Ghost.
Repeat for remaining shadows or until your area is full. (An area can hold 5 cards.)
4 x 1
Death's BreathSpell - Standard
Unevolved
Summon 3 Zombies.
Necromancy (6): Give +0/+1 and Ward to allied Zombies.
6 x 2
Discussion: