This guide first appeared here.
Hey guys! I am a 13x Legend Player that has been playing Hearthstone for around 2 years now and I just wanted to write a quick guide for the deck I used to go from rank 8 non-legend to rank 1 legend in 1 day.
I used a Midrange Shaman deck based off of @TPG_BoarControl's list.
The differences in our lists are that I simply took out 1 Thunder Bluff Valiant in exchange for 1 Lightning Storm and I'll elaborate on that decision later on in the post.
Argent Squire - Solid early game creature, synergizes well with cards such as Rockbiter Weapon and Flametongue Totem. I chose to run only 1 because it is too low impact in the later stages of the game.
Lightning Bolt - Efficient and cheap removal spell. Synergizes with our spell damage creatures and the spell damage totem.
Rockbiter Weapon - Another cheap and efficient removal spell. Great for making use of our 0 attack totems and buffing Al'Akir the Windlord for high amounts of burst damage or heavy board removal if needed.
Spirit Claws - Had my doubts about this weapon, but it has turned out to be very useful at multiple points throughout the games. Having 3 spell power minions plus the possibility of rolling a spell power totem gives you the flexibility of either using it for board control or depleting your opponent's life total as it represents up to 9 damage per weapon. Even as a 1 attack weapon it still has its uses for finishing off weak minions and helps fill out our curve by giving us something to develop on turn 1.
Tunnel Trogg - Staple minion in Shaman decks, takes advantage of the overload mechanic to be a priority target for your opponent.
Bloodmage Thalnos - Cheap spell power minion to help buff our Spirit Claws; strengthens our AoE spells.
Flametongue Totem - Very useful for maintaining board control as it makes use of our weaker minions and helps make favorable trades.
Maelstrom Portal - Useful for cleaning up weak minions; can be devastating for your opponent when you have multiple spell power minions in play. Having an AoE spell with no overload effect helps keep our curve steady.
Totem Golem - Best 2 drop in the game :).
Feral Spirit - Solid early game card; synergizes with Tunnel Trogg.
Hex - Superb hard removal card. Needed for high HP minions to ensure a strong board presence while dealing with their threats.
Lightning Storm - Efficient AoE spell especially when used in tandem with our spell power minions. I've chosen to run only 1 copy because I've found that I'm usually taking a more tempo heavy approach in certain matchups, and the overload can slow down our curve.
Mana Tide Totem - Useful card for cycling through our deck while simultaneously building our board presence. Can be punishing for your opponent if he chooses to ignore it.
Tuskarr Totemic - Low risk high reward 3 drop that can reward you with a very high tempo swing if you manage to roll 1 of the 3 non-basic totems.
Azure Drake - Staple cycle + spell power minion to enable our Spirit Claws and buff our AoE spells.
Thunder Bluff Valiant - Durable minion that is a high-priority target for just about any opponent. Can snowball out of control very quickly and is a win condition versus any control deck. I chose to run only 1 copy because I felt I was not being matched up against control decks often enough to justify running 2 of them.
Thing from Below - Solid statted taunt minion that can be used to halt aggression or apply pressure for potentially very low mana cost.
Al'Akir the Windlord - Late game threat that is optimally used as a finisher in conjunction with Rockbiter Weapons and Flametongue Totems for very high burst potential.
Fire Elemental - I did originally use a list that substituted the Lightning Storm for a Fire Elemental but I found it to be too slow against the meta I was facing at the time.
Flamewreathed Faceless - Very strong card but we don't run quite enough burst or early game minions to support a card that messes with our mana curve and is incredibly vulnerable to: Sap, Deadly Shot, Execute, etc.
Doomhammer - Running more than 2 weapons in Shaman can take away from your chances to develop board as they can clog up your hand. Also, Al'Akir will usually fill the need for burst damage in the late game; most of your damage will come from your minions.
Cards you always keep:
- Tunnel Trogg
- Spirit Claws
- Argent Squire
- Totem Golem
- Tuskarr Totemic.
Cards to consider keeping:
Use your knowledge of the current meta to determine which reactive cards to keep such as: keeping AoE vs a Warlock under the assumption it will be a Zoolock, keeping Rockbiter vs Warrior if you are facing Dragon Warriors, and keeping Hex vs Priest to deal with the minions they will try to Resurrect.
Overall, I think the deck has a strong presence in the current meta as it has good odds versus the tier 1 decks being played right now such as Aggro Shaman and Dragon Warrior to name a few. I hope you've found this post helpful and hope you find success with the deck.
I'm currently testing a different list, some of you may have seen it when I played vs Xixo's Totem Shaman 7 times in a row. You can watch the VOD at https://www.twitch.tv/dilldoyle/v/87758466 for gameplay of the list. (I would've linked my twitch in the post but I'm not very consistent when it comes to streaming).
If you'd rather just try the list out yourself here it is.
I've chosen to take out Feral Spirits because it's been under performing as of late, I didn't question them at first due to them being staple cards in shaman but I don't regret cutting them.
I'm testing Harrison Jones due to the increase in Shaman matchups and more than half of the Shamans running a Doomhammer. Getting value off of destroying Spirit Claws is still good.
Primal Fusion - Has been good for making favorable trades and keeping important totems nice and healthy.
The 2nd Lightning Storm has been added due to the increased number of Shamans I've been facing and is an extremely vital card in the matchup.
Thanks for reading!