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Season 20 Legendary Bloodlust Shaman BrM Deck

Last updated on Jun 06, 2015 at 13:36 by Sottle 23 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

The following guide outlines how to play Bloodlust Shaman. This deck follows the classic pattern of many Shaman decks, as they aim to build a board of small, annoying minions, and slowly outvalue the opponent. However, instead of using Windfury cards like Al'Akir the Windlord or Doomhammer in combination with Rockbiter Weapon as a win condition, this deck is tuned to favour Bloodlust instead.

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. S20 Legendary Bloodlust Shaman BrM Deck

Our deck costs 2,620 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve

0
4
8
7
4
4
2
1

3. Strategy

Bloodlust Shaman plays out very similarly to many popular Midrange or Control Shaman decks. However, instead of using Windfury effects in combinations with Rockbiter Weapon or Flametongue Totem to function as your finisher, this deck aims to build an annoying board of small minions, and create huge damage with Bloodlust.

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 the fast starts of decks like Hunter and Zoo. This decks plays a single copy of this card, because you do not want to draw a second one late in the game, and have it prevent you from bursting out your opponent through the healing effect.

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.

Nerubian Egg is an additional early game threat that can be activated with various cards in your deck, such as Flametongue Totem or Rockbiter Weapon. In this deck it also function as a fantastic minion to stick on the board and be buffed in a Bloodlust combo, since your opponent will almost never choose to clear an Egg willingly.

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.

Feral Spirit is a strong card for generating a board presence out of nowhere, as well as for refilling the board quickly after your opponent has used an AoE. Feral Spirit has recently started to be cut from many Shaman decks, as it gets in the way of the excellent Fireguard Destroyer due to the overload effect blocking an on curve 4 Mana play. However, in this deck, generating the two minions immediately to function with Bloodlust is extremely powerful.

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 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.

Bloodlust is your primary finisher in the deck, and many of the decks card choices are built around optimising the damage you can gain from this card. It should almost always be held as a finisher, but there are times where you will have to use it early, to ensure the most value possible, if you strongly suspect your board is about to be cleared.

Loatheb is an excellent card for protecting an established board from AoE removal enabling a push for lethal in the following turns. This is of particular use in this deck, since you can use Loatheb to ensure a board sticks for a turn, enabling the Bloodlust kill on the following turn. 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.

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. Dr. Boom also has an additional benefit in this deck, since the 3 total bodies it generates synergise extremely well with Bloodlust.

3.1. Synergies & Combinations

Nerubian Egg can be activated with various cards in your deck, such as Rockbiter Weapon and Flametongue Totem. However, you should pay close attention to when it is better to keep your Egg as a 0/2, since minions on the board that your opponent will ignore are of very high value in a Bloodlust deck.

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 no healing, 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, Crackle, and Flametongue Totem 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

One Azure Drake can be removed from the deck for Harrison Jones if you are encountering a lot of weapon classes.

One Rockbiter Weapon can be removed from the deck for a second Zombie Chow. Since this deck features no Windfury effects to maximise the power of Rockbiter Weapons, Zombie Chow serves a similar purpose as an early-game control tool.

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