Greetings, I’m Sheng, a Legend rank constructed and 7 win-average arena player. I run HearthstoneCoaching.com where our coaches have helped students around the world reach many of these same achievements.
If you’re new to Hearthstone, or just have a limited collection of cards—I feel your pain. It is often difficult to find cheap but viable decks to play on the Hearthstone ladder. Given this dilemma, I’ve set out to help those of you with a limited collection by creating budget decks for each class.
This Standard deck is constructed with only Commons and Rares from the Basic, Classic, and Whispers of the Old Gods card sets. In order to build this deck, you need to fulfill the following requirements:
Reach Level 10 to unlock all of the Basic cards for this class.
Have 1500 Dust available for crafting cards you may not have from this deck.
Midrange Shaman utilizes the mana efficiency of Shaman's new class minions in Wrath of the Old Gods, with some of the best removal spells in the game in Hex and Lightning Storm.
Midrange Shaman has the ability to put out mana-efficient threats at all points in the game (especially so with the upgrades listed in the Upgrades section of this guide), and has a tremendous amount of reach with Bloodlust as a finisher.
Minions - 21
2x Argent Squire
- A sticky minion that helps us establish a board presence early.
2x Amani Berserker
- Our substitute for Flame Juggler or Totem Golem in typical Midrange Shaman decks. Amani Berserker will trade with a token minion and become a 5/2 or 5/1 threat on the board.
2x Bilefin Tidehunter
- A cheap minion that generates two tokens. Synergizes really well with Flametongue Totem.
2x Flametongue Totem
- Flametongue Totem allows us to put our smaller token minions to work, by trading up for larger minions. You’ll generally want to play the Flametongue Totem in the middle of your board, while arranging your minions from largest to smallest. This gives allows you to maximize Flametongue Totem’s ability to buff minions adjacent to it.
1x Mana Tide Totem
- Mana Tide Totem provides us with the card draw this deck needs. You'll want to play Mana Tide Totem once you've controlled the board, or when you can protect it behind a taunt or two.
2x Unbound Elemental
- A mana efficient 2/4 minion that grows as we play overload cards. While as not as versatile as Tunnel Trogg, it's nice that Unbound Elemental also gains health when we play overload cards. This slot is typically replaced by Tuskarr Totemic as an upgrade.
2x Flamewreathed Faceless
- Shaman received some incredible class minions in Wrath of the Old Gods and Flamewreathed Faceless is one of them. It's already a staple in Aggro Shaman decks and provides insane pressure when played on turn 3 with The Coin or on curve on turn 4. He's one of our primary win conditions in this deck.
2x Master of Evolution
- A Chillwind Yeti with significant upside? This card is crazy good value. It's never bad to play this onto an empty board as just a 4/5, but you'll maximize the value of Master of Evolution's Battlecry by using it on a damaged minion with a high mana cost like Azure Drake, Fire Elemental, or Thing from Below to pseudo-heal your minion.
2x Azure Drake
- A versatile minion that provides card draw and spell damage together. Our damage spells become much more effective with Azure Drake on the board.
2x Fire Elemental
- 6 mana for a 6/5 isn’t great stats-wise, but he gives us a free Lightning Bolt ability when he comes into play which can swing the tempo in our favor. We’ll gladly trade the two extra health that we’d get with Boulderfist Ogre for 3 damage to any target we choose.
2x Thing from Below
- If you've played one totem by turn 5, the Thing from Below costs 5 mana for a 5/5 taunt, which is absolutely worth it. Later in the game Thing from Below can be even cheaper to play.
Spells - 9
2x Rockbiter Weapon
- A flexible removal spell that can target our minions or own own hero. This card is generally best utilized on weapon or minion that has windfury. and Doomhammer (an upgrade) are common targets that synergize very well with Rockbiter Weapon in more expensive Shaman decks.
2x Feral Spirit
- Feral Spirit provides two 2/3 minions at the cost of 5 mana split over two turns. Playing Feral Spirit on turn 3 shuts down aggro decks and synergizes nicely with Unbound Elemental and [card]
- Awesome unconditional removal. It’ll get rid of that pesky Sylvanas Windrunner or Cairne Bloodhoof and won’t trigger any deathrattles. A key card.
2x Lightning Storm
- Our answer to decks faster than us. The only problem is the massive cost of overload and the variable damage to each minion. If you can, you should try to use your hero power to see if you can spawn a Wrath of Air Totem.
- Our primary form of burst in our deck, which turns our wall of totems later in the game into offensive weapons.
In general, you want to mulligan to setup your first three or four turns. Please note that there is a distinction between going first and going second in Hearthstone, and this should factor into your mulligan choices.
When going first, your advantage is the ability to play first. In addition, you gain mana crystals before your opponent. To take advantage of this, you want to be aggressive in your mulligan to put minions on the board.
When going second, your advantage is mainly The Coin, which gives you tempo over your opponent for a single turn, and also an extra card. Depending on the nature of your deck, whether it’s Aggro, Midrange, or Control, you’ll be looking for different things.
When playing an aggro deck, you’ll be looking for the same cards going second as you would going first. The objective is to quickly populate the board and bring down your opponent’s life total.
When playing a midrange deck, you’ll also be looking to get onto the board early, with the caveat that you can keep a single copy of a situational minion or spell that you think may be useful to counter an opponent. This might be a minion like Eater of Secrets to counter classes with Secrets or a removal spell like Frostbolt.
When playing a control deck, you’re looking to save the coin until much later in the game, generally when you can bring out a large late-game threat earlier than usual.
While I won’t make an exhaustive list, these are some of the cards you should consider keeping in your opening hand when playing this deck. In general, your goal with this deck is to get onto the board as soon as possible. It’s important to dig for an early 1 or 2 mana minion to play so you can begin to pressure your opponent’s life total.
- 1 Mana: Argent Squire
- 2 Mana: Amani Berserker, Bilefin Tidehunter
- 3 Mana: Unbound Elemental
- 3 Mana: Feral Spirit
Here are some substitutions that will improve this budget deck. If you’re looking to craft cards to play this class, it’s best to start with the Key Substitutions first before working your way to the Nice-to-Have Substitutions. Unless stated otherwise, you can substitute a single copy of an upgrade card instead of two if you don’t have both.
- 2x Argent Squire → 2x Tunnel Trogg
- 2x Bilefin Tidehunter → 2x Totem Golem
- 2x Amani Berserker → 2x Flame Juggler
- 2x Unbound Elemental → 2x Tuskarr Totemic
- 1x Master of Evolution → 2x Doomhammer
If you’re interested in reaching Legend rank, or earning unlimited gold from arena, my team at HearthstoneCoaching.com would love to help! We’ve provided over a thousand hours of excellent coaching to students around the world.
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I hope you enjoyed this guide! If you have questions, feel free to ask in the comment sections below.