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Evolve Shaman Gadgetzan Standard Deck

Last updated on Feb 04, 2017 at 13:24 by L0rinda 3 comments

Table of Contents

Evolve Shaman takes cards that can be played for less than their printed Mana cost and tries to use Evolve to reap the benefits of those cards. For example, previous versions contained Nerubian Prophet as a card that has a stated Mana cost of six, but is often played for a lot less. Thing from Below is still played, but the card that makes this archetype playable in Mean Streets of Gadgetzan is Doppelgangster All three of the Doppelgangster tokens cost five Mana, which means that the Evolve turns them into eighteen Mana worth of minions in one go.

1. About the Author

L0rinda has extensive experience with Hearthstone. After starting out with Arena and becoming one of the most prominent streamers in that format, he moved over to Constructed and now primarily spends his time as a caster for Blizzard, Starladder, and Dreamhack.

2. Evolve Shaman Gadgetzan Standard Deck

Our deck costs 3,340 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve

0
6
6
9
2
5
2
0

3. Strategy

The aim of this deck is to survive long enough to cast Evolve and Doppelgangster on the same turn. This is usually enough to win the game. Although many of the cards in the deck can be found in more aggressive Shaman decks, they often also have the stats to play a defensive role. Bloodlust offers an alternative way to win by building a wide board, which can be done using your hero power and cards that produce more than one minion.

3.1. Surprise

Remember that due to the wide range of Shaman decks available, many of your opponents will not know what your deck is actually trying to do. There are some games where you can represent that you are playing a more standard Shaman deck, and can win by them not being ready for your combo.

3.2. Early-Game

The early part of the game will often be a fight for the board. It is important to pay attention to what your opponent is trying to do in these first few turns, as it will enable you to play very differently later on based on what you feel you are up against. In general, if you have The Coin, Tunnel Trogg, and Totem Golem in your opening hand, you will look to play the Golem first. This might seem counter-intuitive at first, but there is very little that challenges the turn one Golem, and it also tidies up your overload issues. These things allow the Golem to dominate the early game.

3.3. Mid-Game

The mid-game involves a lot of planning and anticipation. Even more than usual with this particular deck, you will need to be adaptable and spot situations which can lead to a win. The first thing to consider will be how good it will be to play Doppelgangster and Evolve on the same turn. If your opponent has cards like Twisting Nether at their disposal, then you are going to have to get creative. This deck is very much a Midrange deck, this means that your aim against aggressive opponents is to survive, while your aim against slow opponents is to put the pressure on.

3.4. Versus Aggro

Do not die! If you get to the point where you cast your combo and can survive the next turn, you will usually win the game. This means that you can afford to take the time to kill off your opponent's minions and build your board without necessarily worrying about damaging your opponent. When the end comes for them, it comes fast. When you have removed the majority of the opposing threats, you can stabilize using Jinyu Waterspeaker.

3.5. Versus Control

Against control decks your hero power is very powerful. With Bloodlust in your deck, your opponent will have to take time out to clear up your totems, or they will leave themselves open to taking a huge amount of damage. You can use your totems with Flametongue Totem to get some sustained damage out of them, and you can also use your Mana Tide Totem to keep up with your opponent on cards. Your early game cards like Tunnel Trogg and Totem Golem can be used to exert pressure. You should be able to force a situation where your opponent uses their AoE spells, and you will then be able to win using your combo.

3.6. Managing Overload

You will have to plan ahead carefully with your overload cards to get the maximum out of them. One way of doing this is to pick a turn in the future where you feel something will be important, and try to make sure that turn is clear of overload. For instance, if you think that your combo will win the game if played on turn six, then you would rather be overloaded on turn four than turn five.

4. Mulligan

The early game is important in this deck no matter what you are playing against. This means you will usually keep Tunnel Trogg and Totem Golem in your opening hand. After those cards, you will have to consider how the game will play out.

Lightning Storm will help you clear a board against minion heavy decks, but is far more useful if you already have something on the board.

Tuskarr Totemic will help you push threats against control decks, but is a bad defender.

Flametongue Totem can be kept if you are likely to have minions on board.

Hex is good if you are expecting a huge early threat like Flamewreathed Faceless but is often too slow against other early game minions.

The above examples are provided to show that it is important to look at all of the cards you are keeping, and your opponent's likely deck, rather than each card in isolation. In all instances, if you feel that you already have the tools you want in hand, you can keep Evolve. Having half of the combo will sometimes speed up the win and it often has stand-alone value as well.

5. Card Specifics

Against more aggressive decks, do not be scared to use Evolve as a way to effectively heal your minions. However, against control it is usually only used in this manner as an emergency, or to go for a winning push.

Always bear in mind that Jinyu Waterspeaker can heal minions. It will often be more effective to keep a minion alive than it is to heal yourself. This means that when your health total is likely to be comfortable for some time, you can often make a favourable trade and use the Waterspeaker to heal the minion that traded and grab a strong board with its strong 3/6 body.

Against flood decks, such as Pirates, which do not have AoE spells, you can challenge the board with Doppelgangster if it means you will stay alive.

Mana Tide Totem is a great value engine, but try not to fall into the trap of using it too greedily. Sometimes you will just want to use it to cycle for an immediate answer. One card that saves the game now is better than drawing no cards because you died!

When absolutely desperate, remember that Evolve can create minions with Taunt or Charge. Sometimes you can try to create these as a final throw. On a related note, remember to not be too hasty on that End Turn button when evolving minions.

6. Variations

The deck, as presented, is designed to cope with the large amount of variation that is found in the mid and lower reaches of ladder. If you find yourself playing against a lot of aggressive decks, then the deck will be able to stabilise more quickly by taking out the two Tuskarr Totemic and replacing them with Spirit Claws. If you do this, I would also recommend taking out one Lightning Storm and replacing it with a Maelstrom Portal.

7. Other Cards

Pantry Spider can be swapped in for Tuskarr Totemic.

Master of Evolution and Nerubian Prophet can be played to give more interactions in place of the Tuskarr Totemic. This will be less strong, but if you simply like evolving things, it is a viable combination of cards.

8. ChangeLog

  • 04 Feb. 2017: Deck added.
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