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Season 20 Legendary Shaman Midrange GvG Wild Deck

Last updated on Dec 30, 2014 at 21:09 by Sottle 26 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Disclaimer: this deck has been archived.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.

Below, you fill find a guide for a Midrange Shaman deck that has been updated for the Goblins vs Gnomes meta. This deck has been a staple in Hearthstone meta for many, many months and is an extremely consistent and stable build. It has respectable matchups across the board, but can struggle when faced with consistent Aggro.

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 Shaman Midrange GvG Wild Deck

Our deck costs 4,260 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Midrange Shaman aims to take board control early with Totems from their Hero Power and hard to remove minions like Haunted Creeper. Then, they curve smoothly through their midgame while controlling the board with efficient removal spells, before finishing the game with burst damage from Al'Akir the Windlord.

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.

Rockbiter Weapon is 1 Mana for 3 damage. However, Rockbiter has an additional use in creating large burst combos in conjunction with Al'Akir the Windlord. Due to this, you should consider your options before using a Rockbiter, and prioritise using your other removal spells instead.

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.

Annoy-o-Tron is an additional early game card that can present an irritating problem for your opponent. It protects your early Totems, allowing you to build a board you can use with Flametongue Totem or Defender of Argus.

Haunted Creeper is your only early game minion 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.

Powermace is included in the deck over Doomhammer. There are multiple reasons for this, one being that Harrison Jones is very common in the meta, and getting your Powermace destroyed by Harrison is much less devastating than losing your Doomhammer. Secondly, the large number of Mechs in the deck leads to many opportunities to create a large minion using the weapons Deathrattle effect.

Feral Spirit is a fantastic card for controlling early aggression, and for quickly generating a board presence out of nothing later on. Special care should be taken to hold this card back against potential area-of-effect (AoE) spells from your opponent, as losing both Spirit Wolves to one spell and being unable to follow up immediately due to the Overload can be devastating.

Harvest Golem is one of the key cards in the deck and synergises very well with multiple cards in the deck. It is a superb target for a buff using Flametongue Totem or Defender of Argus, as well as being a great recipient for the Deathrattle effect of your Powermace.

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.

Piloted Shredder is included in the deck as an additional midrange minion to help maintain Tempo against Control decks. Shaman can often suffer from a lack of pro-active plays that they can use to improve the board, so the addition of Piloted Shredder is a welcome one.

Cards such as Azure Drake are 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.

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 Rockbiter Weapon you are able to create large burst damage combos or clear multiple large minions.

Kel'Thuzad is an extremely powerful finisher in the current Meta. Due to how common Big Game Hunter is currently, having a card such as Kel'Thuzad with a hugely powerful effect, with less than 7 attack, is of great benefit. Due to the board flooding strategy of Shaman, being able to trade of multiple minions and revive them with Kel'Thuzad can be the difference between victory and defeat.

3.1. Synergies & Combinations

Al'Akir the Windlord plus Rockbiter Weapon is your other potential finisher. Al-Akir on its own is 6 points of burst, with each Rockbiter adding a further 6.

Powermace can be used to buff multiple targets in the deck. You should always plan your weapon usage appropriately in order to get maximum value out of your Deathrattle effect.

3.2. Mulligans & Matchup Specific Strategies

General mulligan strategies involve looking for your early removal cards and minions such as Earth Shock, Annoy-o-Tron, and Haunted Creeper. You should also look for Lightning Storm and Feral Spirit 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. Your mid-game threats like Piloted Shredder and Loatheb can be crucial in these matchups in order to keep up the tempo. If the game goes extremely long then other classes can potentially outclass you with superior late game cards. It is important with this in mind to hold your Hexes for your opponent's largest minions, unless you feel you can push to end the game early.

3.3. Card Swaps

Antique Healbot can be removed if you are not finding enough use for the healing effect. Harrison Jones or Mana Tide Totem are both strong inclusions in this spot.

4. ChangeLog

  • 30 Dec. 2014: Made several changes.
    • Changed 1 x Doomhammer for 1 x Powermace due to the frequency of Harrison Jones.
    • Changed 1 x Lightning Bolt for 1 x Earth Shock.
    • Changed 1 x Defender of Argus and 1 x Feral Spirits for 2 x Piloted Shredder to create more pro-activity in the deck.
    • Changed 1 x Crackle for Kel'Thuzad for additional late-game power.
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