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Legendary Shaman Midrange Wild Deck

Last updated on Jul 07, 2016 at 07:25 by Sottle 9 comments

Table of Contents

Midrange Shaman is a deck that is much stronger than the sum of its component parts. Although it plays very few huge power level cards, it is a very solid and consistent deck that simply relies on gaining more value over the course of the game than your opponent. It is a difficult deck to master, but an excellent point for new players to jump into serious play from as it teaches many important lessons about the game.

This League of Explorers version of the deck introduces Tunnel Trogg as a superb platform for your early-game to build on.

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 Midrange Wild Deck

Our deck costs 2,740 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve

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3. Strategy

Midrange Shaman is a classic Hearthstone build that has been around as long as the game itself. It is based around using small efficient minions, alongside Totems, in combination with buff cards in order to trade up into opponent's bigger minions, creating both card advantage and Tempo for yourself. It has fluctuated wildly in power level throughout various expansions and meta shifts, but has found itself at a strong point again with the introduction of League of Explorers.

Your early game minions, Tunnel Trogg, Haunted Creeper, and Totem Golem, are extremely key to the deck's strategy. The former 2 cards are more efficient in combination with buffs like Flametongue Totem, while Totem Golem is more self-sufficient, but comes with the Overload drawback. Hitting at least one of these early game minions is very important, since Midrange Shaman is all about laying a platform to build on, getting onto the board early will allow you to start to generate Totems on the board, and use your minions to protect them, which will become very valuable as the game progresses.

Shaman also has access to some of the best cheap removal spells in the game. Crackle and Earth Shock are both included in this deck in order to fight back against other opponents who try to have fast starts. Between using Flametongue Totem to increase the efficiency of your early minions, and the above removal spells, your goal is to be in a comfortable and advantageous board position after the initial exchanges.

With Flametongue Totem in mind, positioning your minions in Shaman is much more important than in many decks. As a general rule, you want your largest minions on the far left of your board with the power decreasing as you move towards the right. The reason for this is it allows your small minions to share a Flametongue Totem with your Hero Power generated Totems, which always spawn at the far right of your board. Deathrattle minions should also always be placed at the extreme edges of your board, since when a Deathrattle minion dies, the minion next to it does not slide over to receive the Flametongue buff. These positional concerns may seem confusing at first, but you will perfect the skill with practice, as a general rule, keeping power descending from left to right with Deathrattle minions at the edge is a fine rule of thumb to stick to.

After the early game exchanges, you can start to consolidate your board position with resilient minions such as Feral Spirits and Flamewreathed Faceless. These minions both split up their power into multiple different bodies, which increases the potential of Flametongue Totem. Master of Evolution and Evolve can also help you snowball the advantage on board and both can create huge board states. Remember that with either of these cards you can trade a minion onto an opposing minion first, and then use the Evolution effect to not only improve your minion but essentially heal it as well.

Should your gameplan not operate perfectly, as it often does not, this deck is fully equipped to come back from behind if need be. Lightning Storm is an excellent AoE tool, especially if paired with a Wrath of Air Totem or Azure Drake, and Hex is the best single target removal spell in the entire game. These tools, combined with the efficiency of your minions should allow you to handle most of what your opponents can throw at you, and allow you to compete through the late-game with even heavy Control decks. You should endeavor to be greedy with these cards though, and use other options where possible, preserving these cards for emergencies where no other alternative presents itsef.

Entering into the late-game, if you have not yet gained a strong advantage on the board, further efficient cards such as Fire Elemental and Dr. Boom can continue to to maximise your board presence. Fire Elemental is one of the strongest Tempo cards in the game, able to enter play, remove a minion and leave behind a huge body of your own. Dr. Boom is simply one of the most versatile cards in the game, and is fantastic on almost any board, ahead, behind, or level.

Finally, Bloodlust is your final win-condition in the deck and functions excellently to turn your board that you have compounded throughout the game into a lethal attacking force. Shamans often find themselves in the position where they have total board dominance with Totems and small minions, but lack the power to finish the game, giving the opponent too many turns to climb back into the game. Bloodlust solves this problem and turns even the most innocent looking of boards into huge burst damage.

3.1. Synergies & Combinations

Tunnel Trogg synergises with your various Overload cards to snowball the state of the board early.

Flametongue Totem can be used to greatly increase the efficiency of your early minions and Totems. For example, if all three parts of a Haunted Creeper are able to attack with a Flametongue buff, they deal a total of 9 points of damage.

3.2. Mulligans & Matchup Specific Strategies

It is very important to secure a 1- or 2-drop minion in your opening hand, as this is the platform that your entire deck is built from. If you do not get one, you can recover, or use removal spells like Crackle and Earth Shock to buy time, but the game will be much harder for you.

Against Aggro, Tunnel Trogg and Haunted Creeper are key, since these cards are enormously efficient against early Aggro minions and can easily gain you an advantage. If you are able to grab the board early against an Aggro deck, they will usually not have much hope of coming back. Your early removals like Earth Shock are also great, even more so if you do not have an early minion, and Flametongue Totem can also be fantastic, especially with Haunted Creeper. The ideal hand against Aggro contains combinations of cards such as Tunnel Trogg, Haunted Creeper, Flametongue Totem, and Earth Shock.

Against Control, Totem Golem is often more powerful early than Tunnel Trogg or Haunted Creeper, although you certainly should not throw the latter two cards away. The goal against Control is simply to curve out through your deck with minions and then secure a lead with Flamewreathed Faceless or Sludge Belcher in the mid-game. The perfect hand against Control usually contains cards such as Totem Golem, Tunnel Trogg, and Flamewreathed Faceless (with The Coin). You should also always keep Flametongue Totem if you are keeping one of the smaller early game minions as well.

3.3. Card Swaps

A Stormforged Axe can be included in place of Crackle if you are facing a large percentage of Aggro decks.

4. ChangeLog

  • 07 Jul. 2016: -1 Flamewreathed Faceless, +1 Sludge Belcher
  • 15 Mar. 2016: Removed 1 x Jeweled Scarab, 2 x Lightning Bolt, 2 x Tuskarr Totemic, 2 x Fireguard Destroyer for 1 x Crackle, 1 x Hex, 1 x Lightning Storm, 1 x Mana Tide Totem, 1 x Defender of Argus, 1 x Loatheb, 1 x Sludge Belcher
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