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Galakrond Quest Shaman deck list guide - Ashes of Outland - Hearthstone (April 2020)How to get started with Galakrond Quest Shaman in the Ashes of Outland meta.

How to get started with Galakrond Quest Shaman in the Ashes of Outland meta.

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 Waterseven 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, butEvolveis one that’s proving rather strong in this deck.

Galakrond Quest Shaman deck list and strategy

Here is the version of Galakrond Quest Shaman we’re playing during the Ashes ofOutlandexpansion. Galakrond, obviously, takes pride of place in the roster, along with his Invoke buddies.

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

Deck Import ID:AAECAaoIBuGoA+O0A8O2A/O3A9++A9PAAwycArSRA8aZA7ulA9WlA/mlA7mtA/6uA6qvA4KxA7i2A+G4AwA=

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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 SlurperandEVIL Cable Ratare extremely strong in the early game, because Lackeys are themselves Battlecry minions. TwoSludge Slurpers and one Cable Rat are enough to complete the entire Quest given that they’re essentially two cheap Battlecries in one card.

YourEVIL Totemis 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 likeWeaponized Waspleads 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 aMogu FleshshaperalongsideMutatefor 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 likeLifedrinkerfor card generation, orMind Control Techfor board control. YourCorrupt Elementalisthelps you InvokeGalakrond, the Tempestas 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.

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

WithoutShudderwock, your late-game is looking significantly worse than it was before the latest expansion, so don’t get greedy and try to go super long into the game. Instead, your finishers should be the big Battlecries you’ve been building up to. Remember, if you still have your Heart of Vir’naal reward at the ready, you’ll be able to duplicate all these Battlecries untilGalakrond, the Tempestis played.

Your sustained pressure from the early game - which ramped up when you completed the Quest - should begin to overwhelm the enemy, and if not, you can always summon a 2/1 with Rush every turn with Galakrond’s Fury.

Galakrond Quest Shaman Mulligan Guide

Your mulligan should be based mostly on Quest completion.

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

2.Questing Exploreris 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.

  1. Any and all Lackey generating cards are a must, especiallyEVIL TotemandSludge 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.

4.Corrupt Elementalistis one of the strongest cards in the set, InvokingGalakrond, the Tempesttwice and giving you a bunch of stats in play with Rush. Despite being 5 mana, it’s well worth the keep.

Galakrond Quest Shaman tips, combos and synergies

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

  • Expensive Battlecries likeFire Elementalare more helpful later on in the game. Playing them alongside your Hero Power onceCorrupt the Watersis completed is usually the best course of action.

-Shield of Galakrondworks 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 outMind Control TechorSandstorm Elementalto put a dent in it.

  • Along with the Heart of Vir’nal,Lifedrinkerdeals 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 Techcan 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!

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