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Season 20 Low Budget Shaman Midrange GvG Wild Deck

Last updated on Dec 12, 2014 at 21:10 by Sottle 13 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Disclaimer: this deck has been archived.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 Midrange Shaman. This budget version features no craftable Legendary cards, and is still quite effective at the higher ranks of ladder.

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 Low Budget Shaman Midrange GvG Wild Deck

Our deck costs 3,200 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve

0
2
9
8
3
6
2
0

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 Doomhammer or 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 Bloodmage Thalnos or 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.

Lightning Bolt is your go-to removal card. At 1 Mana for 3 damage it is one of the most efficient spells in the game and can be buffed by any of the numerous Spell Damage minions in the deck.

Rockbiter Weapon is also 1 Mana for 3 damage much like Lightning Bolt. However, Rockbiter has an additional use in creating large burst combos in conjunction with Doomhammer. 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.

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.

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.

Unbound Elemental is preferred in this deck to the previously common Harvest Golems. Although Harvest Golem can prove more difficult to remove, the explosive potential of Unbound Elemental is considered too strong to ignore. Following up a turn 3 Unbound with Feral Spirits or Lightning Bolt can quickly spiral out of control for your opponent. Unbound can also help to draw removal away from your larger minions later in the game.

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.

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 Lightning Bolt clear.

Doomhammer is an important card, it is useful in the mid-game to make the transition from controlling the board to pushing for damage in order to finish the game.

Bloodlust is used as a budget finisher in the deck. It can turn your board of Totems and small minions into a lethal attacking force to burst your opponent out of the game.

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.

3.1. Synergies & Combinations

Doomhammer plus Rockbiter Weapon is one of your common finishers. With an already equipped Doomhammer, Rockbiter adds 6 damage for 1 Mana enabling 10 easy damage to the opponents’ face.

3.2. Mulligans & Matchup Specific Strategies

General mulligan strategies involve looking for your early removal cards and minions such as Lightning Bolt, Earth Shock, Annoy-o-Tron and Haunted Creeper. You should also look for Doomhammer in slower control matchups and 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 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 Lightning Bolt. Doomhammer 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.

Harvest Golems can be played instead of Unbound Elemental if you favour a harder to remove minion.

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