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Season 20 Shaman Burst Naxx Wild Deck

Last updated on Nov 30, 2014 at 20:10 by Sottle 1 comment

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Disclaimer: this deck has been archived.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 will find a guide for a new, aggressive type of Shaman deck. Coming in at a modest 6,780 dust it is relatively low cost for a top level deck. Pioneered by the players of Team Coast and used to great success by Liquid Savjz in winning the TakeTV Cup, this is a deck that is competitive at the very highest level.

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 Shaman Burst Naxx Wild Deck

Our deck costs 6,780 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve


3. Strategy

This build of Shaman plays somewhat differently from older Shaman lists. It is similar in that it starts the game by fighting for early board control using its Hero Power and efficient 1 Mana removal spells. However, it differs in that by turn 5-6 you are hoping to build a board of small annoying creatures, at which point you make the switch to an aggressive push for damage in the mid- to late-game, before hoping to finish the opponent with a final burst using Doomhammer, Rockbiter Weapon and Lava Burst.

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, but in this deck, unlike most Shaman builds you will look to prioritise saving Rockbiter for the 10 or 16 damage burst combo with Doomhammer. Only use this card as removal in matches against aggressive decks, or where otherwise totally necessary.

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.

Lava Burst's place in the deck is as a finisher. In a pinch it can be used to eliminate a tricky 5 health minion, but due to the heavy Overload cost it is preferred to hold onto these cards to deal the killing blow.

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 due to the increased number of Overload cards in the deck. Getting an early Unbound Elemental on the board and following it up with Feral Spirit or Doomhammer can quickly take the game away from your opponent. Do not be afraid to use Overload cards for little value if it will buff the Unbound Elemental out of AoE range, such as Flamestrike going into a Mage’s Turn 7.

Cards such as Mana Tide Totem, Azure Drake, and Gnomish Inventor are present to provide some much needed card velocity, helping you to cycle through your deck to the burst combo cards needed to finish the game. Ideally Mana Tide Totem should be placed in a situation where you can protect it long enough to draw at least 2 cards, but do not be afraid to cycle it for just 1 draw if your hand is poor. Azure Drake can also provide a much needed Spell Damage boost for a Lightning Storm or Lightning Bolt clear, or for additional damage on a Lava Burst to finish.

Doomhammer is the key card in the deck, despite previously only being seen as a single copy in Shaman this list plays 2 since you want to draw it in almost every game. In many matchups you will even want to keep Doomhammer in your opening hand. Played on turn 5 this card can quickly take control of the board and then transition out of nowhere into massive damage to your opponent in conjunction with Rockbiter Weapons.

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

Bloodmage Thalnos plus Earth Shock can be used to completely remove many early-game minions such as Undertaker, Nerubian Egg, and Haunted Creeper.

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

Bloodmage Thalnos plus 2x Lava Burst is a 12 damage burst combination and at only 8 Mana can easily be combined with additional Rockbiter Weapons or Lightning Bolts for huge finishing potential.

3.2. Mulligans & Matchup Specific Strategies

General mulligan strategies involve looking for your early removal cards and minions such as Lightning Bolt, Earth Shock, and Haunted Creeper. You should also look for Doomhammer in slower control matchups and Lightning Storm and Feral Spirit when facing aggro. See below for more specific matchup advice against common meta decks at the moment.

3.2.1. Vs. Zoo

A tough matchup because of your lack of early minions compared to older Shaman decks. You should mulligan aggressively for Lightning Storm and not be afraid to use your usual finisher cards such as Rockbiter Weapons and Lava Bursts to control the board. If you can survive long enough to gain control of the board you can kill Zoo slowly, so there is no need to rush it.

3.2.2. Vs. Handlock

Throw away everything looking for Earth Shock and Hex to deal with the early Twilight Drake and Mountain Giant respectively. The strategy here is simply to survive long enough, while whittling down their health with small minions and Doomhammer, to draw into Lava Burst and finish the game. Be careful not to drop their health low enough to activate Molten Giants until you hold sufficient burst to make the final push.

3.2.3. Vs. Control Warrior

Mulligan for Doomhammer. Doomhammer is vital in this matchup as it enables you to maintain repetitive damage over the course of the game and outpace the Hero Power of the Warrior. Make sure you manage your Earth Shocks and Hexes against their late-game threats, be sure to hold back sufficient minions against a possible Brawl and this matchup should be straightforward.

3.2.4. Vs. Hunter

Key cards early are Earth Shock and Lightning Bolt to control the early threats of the Hunter, as well as Feral Spirit and Haunted Creeper to gain early board control. Doomhammer is an important card in the mid-game as often the game will turn into a race for damage after Turn 5. Despite the explosive power of Hunter this is a race you will often win. Having said this, Doomhammer is a card you want to draw into (not keep) in this matchup as the fight for early board control will often decide the match.

3.2.5. Vs. Miracle Rogue

Another matchup in which Doomhammer is the star. Starting up the pressure of 4 damage per turn on turn 4 is usually too much for the Rogue to deal with. Other important cards are Lightning Bolt and Unbound Elemental, especially with the Coin. A turn 3 consisting of Unbound Elemental, Coin and a Lightning Bolt on their SI:7 Agent or Earthen Ring Farseer is often too much of a tempo swing for the Rogue to recover from.

3.2.6. Vs. Priest

Another tough matchup for this deck, Doomhammer is once again essential to outpace their Hero Power. Earth Shock is another great keep here to deal effectively with Northshire Cleric, or a minion buffed by a Dark Cultist. You will often find yourself seemingly in control of this matchup, however, in a single turn Priest is able to reverse the tempo with a Cabal Shadow Priest, Wild Pyromancer AoE combo, or Auchenai Soulpriest plus Circle of Healing combo. With this in mind it is always important to hold back enough minions to refill the board following one of these clears. Try and stay only slightly ahead on the board and do not overcommit, instead wait to finish the game in one turn with one of your many burst combos.

3.3. Card Swaps

If operating on a budget, Bloodmage Thalnos, this deck’s only legendary, can be replaced with a Kobold Geomancer. It serves the same purpose while trading a slightly bigger body for the lack of a card draw.

When facing a lot of early aggro, a second Haunted Creeper can be swapped in for one of the mid-game card draws such as Azure Drake or Mana Tide Totem.

Captain Greenskin is also worth considering; with two Doomhammers in the deck he can create an incredible amount of repetitive damage. Try him in place of an Azure Drake.

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