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Legendary Shaman Control Wild Deck

Last updated on Apr 26, 2015 at 06:56 by Sottle 20 comments

Table of Contents

The following guide outlines how to play a Control Shaman deck. This deck follows the usual Shaman strategy of slow board development, but plays additional late-game options in order to outlast other slow decks, and dominate faster decks.

This new Blackrock Mountain build of the deck packs in more midrange power in the form of Fireguard Destroyer as well as including the Sylvanas Windrunner + Reincarnate combo, amongst other small changes.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Legendary Shaman Control Wild Deck

Our deck costs 9,400 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Control Shaman plays out similarly to classic Midrange style Shaman decks. However, instead of featuring aggressive cards to seal the game quickly, it plays a large pool of late-game minions to help to grind out the game slowly.

Earth Shock is a key card in the post-Naxxramas meta. The combination of Silence and damage in a single card is fantastic for dealing with the abundant Deathrattle minions such as Nerubian Egg and Haunted Creeper. Utilising a Wrath of Air Totem in combination with Earth Shock can remove such a minion extremely efficiently. Earth Shock is also useful as late-game semi-removal against cards such as Cairne Bloodhoof or Sylvanas Windrunner if you do not have a Hex available. Finally Earth Shock can be used as a finisher, to remove an annoying Taunt, enabling the attack to the opponent for lethal damage.

Zombie Chow is your first early game minion and a fantastic answer to controlling the fast starts of decks like Hunter and Zoo. This deck plays two of them to compensate for the lack of other early game cards like Rockbiter Weapon.

Crackle is a high variance card, but a particularly strong one. If it rolls in the high half of its possible outcomes, you can remove large minions extremely efficiently. It is important when using this card however, to have a back up plan if you do not achieve the necessary damage. Always assess the risk vs reward situation of using Crackle and react accordingly.

Haunted Creeper is one of your only early game minions of note and should be mulliganed for appropriately. The awkward, hard to remove body fits perfectly with Shaman's early strategy of board control. Not to mention the two Spectral Spider tokens having excellent synergy with Flametongue Totem.

Flametongue Totem. This is another multi-purpose card, it helps you to use your Totems and small creatures to fight for board control in the early game, as well as helping you make a final push for damage in the late-game. With this card in mind you always want to pay special attention to positioning your minions. Typically you want weaker minions to the right so they can share a Flametongue Totem with your other Totems, while bigger minions should be alone on the left.

Reincarnate is an additional tech card in the deck. Its primary power lies in being used with Sylvanas Windrunner, which enables you to steal an enemy minion and retain your own minion on board. There are also additional uses though, such as using it to Reincarnate Al'Akir the Windlord for 12 damage in a single turn. It is worth remembering that Reincarnated minions always appear on the far right of your board, which can matter for Flametongue Totem positioning.

Powermace is included in the deck as a Control tool, even though there are very few targets to buff with it. Since there are so few, you should feel free to use up the charges freely, and simply consider buffing an Antique Healbot or a Boom Bot as a bonus if it happens.

Hex is your ultimate trump card, able to turn any minion into a 0/1 Frog, it is your best removal card and should be saved for the biggest threats in your opponents deck, or for when you have no other removal options available.

Lightning Storm is your AoE spell and is essential for combatting decks with aggressive, minion heavy starts, such as Zoo. When combined with Spell Damage it can be a devastating board clear that your opponent may find it hard to recover from.

Defender of Argus is included in the deck due to the fantastic synergy it has in the deck. Since Shaman spends so much of its time playing small minions or Totems, Defender of Argus can be used to turn these small tokens into a considerable board presence. Due to the lack of healing found in Shaman, Defender of Argus is also essential for preserving your life total against aggressive decks.

Fireguard Destroyer is included as a more proactive play on turn 4. Historically, Shaman has always stuggled with turn 4, as most of their 4 Mana cards are situational, or not particularly strong. Fireguard Destroyer solves this problem by allowing you to seize the initiative on turn 4, and create immense pressure on your opponent.

Azure Drake is present to provide some much needed card velocity, helping you to cycle through your deck for additional resources. Azure Drake can also provide a much needed Spell Damage boost for a Lightning Storm or Crackle clear.

Antique Healbot is a useful one off card in a deck like this. Shaman has historically always struggled for healing, and has been vulnerable to burst damage. Due to this, having access to 8 points of immediate healing can save your life in games where you are otherwise ahead, but on a low health total.

Loatheb is an excellent card for protecting an established board from AoE removal enabling a push for lethal in the following turns. It is also of great use when you need to have a minion stick to the board in order to fight for control of the game.

Fire Elemental is one of the best and most versatile 6 drops in the game, functioning both as removal, an excellent body on the board, and in a pinch a last gasp push for lethal.

Sylvanas Windrunner is included as an additional late-game minion, and for its fantastic synergy with Reincarnate. It allows you a more consistent curve on turn 6 if you do not draw a Fire Elemental in time, and can create extreme swings of the board state.

Dr. Boom is a powerful card that is strong in almost every position. Should you be ahead in the game, Dr. Boom can be played on the board to seal your victory. In even games Dr. Boom can be used to push the board in your favour, and in games where you are playing from behind, Dr. Boom can be used as a board clear tool to bring you back into the game.

Neptulon is an extremely strong new card for Shaman, and is somewhat misunderstood. Although on the surface in seems to be a Murloc synergy card, it is played in this deck without a single other Murloc. The reason for this is that the card text can simply be read as "Draw 4 cards". In a late-game resource battle, this can be extremely important, even if the cards are individually weak.

Al'Akir the Windlord doubles as both a potential finisher and a useful late-game board control card. In combination with Flametongue Totem or Reincarnate you are able to create large burst damage combos or clear multiple large minions.

3.1. Synergies & Combinations

Al'Akir the Windlord plus Flametongue Totem is your potential finisher. Al-Akir on its own is 6 points of burst, with Flametongue Totem adding an additional 4, and Reincarnate adding another 6. Combining all three of these cards is 20 points of burst, as long as the positioning works out after the Reincarnate.

Reincarnate can also be used with Sylvanas Windrunner to create an immediate Mind Control effect, while retaining your Sylvanas Windrunner on the board.

3.2. Mulligans & Matchup Specific Strategies

General mulligan strategies involve looking for your early removal cards and minions such as Zombie Chow, Earth Shock, and Haunted Creeper. You should also look for Lightning Storm when facing aggro.

In Aggro matchups, you will spend most of your early turns answering the threats of your opponent with your efficient removal. However it is important at some stage to start fighting back and try and take some aggression to your opponent. Since the deck features only one healing card, simply playing to survive can create an inevitable loss against a deck like Hunter. Once you establish a comfortable board lead, it is usually correct to take the fight to your opponent and start to race them for damage.

Against Control you will look to play the aggressor. Aim to build a board of small, annoying minions, while removing your opponent's minions with cards such as Crackle. Once you reach the late-game, you should be able to take control of the game, as between your Hex and Big Game Hunter you will usually find you can deal with your opponent's late-game threats more efficiently than they can deal with yours. You can keep Fireguard Destroyer against Control decks to guarantee you have strong pressure going into turn 4, especially if you hold The Coin.

3.3. Card Swaps

Antique Healbot can be removed if you are not finding enough use for the healing effect. Harrison Jones is a strong inclusions in this spot.

Sneed's Old Shredder can be included in place of one of the late-game minions to provide some additional synergy options with Reincarnate.

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