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Season 31 Shaman Aggro TOG Wild Deck

Last updated on Jul 07, 2016 at 09:30 by Sottle 6 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Disclaimer: this deck has been archived.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.

This guide contains instruction on playing Aggro Shaman. The addition of Tunnel Trogg from League of Explorers gives Shaman a great deal of early board presence and opens up a much more aggressive form of the deck. This build of the deck is much more board focused than the early builds and allows you to fight more effectively against other early game minion based decks.

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. S31 Shaman Aggro TOG Wild Deck

Our deck costs 1,880 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Aggro Shaman is an extremely aggressive deck that aims to capitalise on the powerful early game minions that Shaman has been granted in the recent expansions. Tunnel Trogg and Totem Golem are two of the most powerful early-game minions in the game and will generally outclass the early minions from your opponent, especially if played in combination with each other.

You should mulligan extremely hard for Tunnel Trogg in every matchup, since the platform it provides the deck to build on is very valuable. If you do have access to a Tunnel Trogg on turn 1, you can then begin to use Overload cards to snowball your board position and push a huge amount of damage through to the opponent. Following a Tunnel Trogg with Totem Golem, or with Feral Spirit using The Coin will create a great deal of pressure on your opponent.

Flame Juggler is included in the deck as a tech choice against other common board flooding decks like Zoo and Secret Paladin. Of particular note is the interaction between Shielded Minibot and Flame Juggler, which works out very favourably for you 50% of the time on turn 2. You should mulligan hard for a Flame Juggler if you are up against one of these decks.

Sir Finley Mrrgglton is included in the deck since the Shaman Hero Power is almost completely useless for this deck's strategy. You should try to mulligan for this card and use it as early as possible. Although, if it is a choice between Tunnel Trogg and Sir Finley on turn 1, you should opt for the Tunnel Trogg, since you will likely not be using your Hero Power for the first few turns anyway. When choosing a Hero Power, the Hunter power should be your first choice, but Druid can also be great since it synergises with Doomhammer. Every Hero Power bar Warrior is an improvement over your starting one for this deck however.

As this deck is a pure Aggro deck, you will want to focus on dealing damage to the opponent whenever possible. However, you need to keep in mind the concept of damage over time. Although attacking the Hero directly gets you damage immediately, it can present more favourable trades for your opponent, which will reduce the amount of damage you gain over several turns. In some situations it is better to take favourable trades on the board that keep your minions alive, since this will create more damage for you in total over the next few turns. This is a particularly strong consideration if trading protects your valuable minions like Tunnel Trogg.

This concern for early-game trades is amplified by the inclusion of Flametongue Totem in the deck. Flametongue Totem encourages you to maintain a board by making favourable trades, since you will then be able to gain back your lost damage over time by buffing your remaining minions. Due the the large number of buffs present in the deck between Flametongue Totem, Abusive Sergeant and Rockbiter Weapon, the deck also opts to include Gilblin Stalker as an additional threat that is likely to stick to the board.

The perfect scenario to solve this dilemma is to get 1 or 2 minions consolidated on the board, and then use your removal spells like Lightning Bolt and Rockbiter Weapon to remove your opponent's minions. This is particularly potent if you have a Tunnel Trogg in play, since all of your Overload removal cards will increase its damage.

Managing your Overload in this deck is crucial. Although the Overload cards are excellent for buffing your Tunnel Trogg they can also disrupt your followup turns. Generally, there are certain turns where you do not want to Overload, such as turn 4 if you have a Doomhammer in hand. Playing a Doomhammer on turn 5 is crucial for this deck as it represents 16 damage over the following turns. This turn is so powerful that you will often need to deliberately make a suboptimal turn on turn 4 in order to avoid overloading.

In the mid-game Doomhammer will enable you to create repetitive damage over the course of several turns, and create a lot of pressure on your opponent's life total. Alternatively, you can use Doomhammer as a clearing tool if your own life is high enough in order to clear the path for your minions. This is a hugely important card since it allows you to keep pace with Control classes like Priest and Warrior who are able to mitigate some of your damage with their Hero Power. Doomhammer is also particularly powerful in this deck because it will apply a buff to any Tunnel Troggs you have in play.

The addition of Flamewreathed Faceless to the deck makes the mid-game decisions a little more complicated with this deck. If you have both this card and Doomhammer in your hand, you will not want to take the hit of the Overload on turn 4, since hitting your Doomhammer on turn 5 is so important. Instead, you should try and make a different play on turn 4 in order to get your Doomhammer equipped on turn 5 and then follow up with the Flamewreathed Faceless on turn 6. The benefit of Flamewreathed Faceless however, is that it gives you another hugely powerful option to play in the mid-game if you do not draw your Doomhammer in a timely manner.

When you are looking to make the final push for damage, the deck plays a large amount of options to create burst damage from the hand. Rockbiter Weapon allows you to do 10 damage with an equipped Doomhammer, while cards like Crackle and Lava Burst can be combined to create a huge amount of damage. It is not uncommon with this deck to burst your opponent down from 20+ health in a single turn if you have minions on board.

When looking to set up these final pushes over the last couple of turns, it is important to consider all your opponent's defensive options and work out the most likely method for sealing the win. For example, if the deck you are playing against commonly plays Loatheb, but is light on Taunts, then you will want to invest your Spells first, before they can play Loatheb to lock them out. Where as in the opposite scenario, if you expect your opponent to Taunt, you should look to invest damage from Weapons, Rockbiter Weapon and Minions first, then follow up with the Spells once they play their Taunt. This practice of maximising damage over time against your opponent's expected options is one of the key skills in playing Aggro and will take practice to perfect.

3.1. Synergies & Combinations

Doomhammer + Rockbiter Weapon is 10 points of damage in a single turn, or 16 if you use both Rockbiter Weapons.

Tunnel Trogg can be buffed by the numerous Overload cards in your deck.

3.2. Mulligans & Matchup Specific Strategies

Your Mulligan will involve looking for the fastest possible start. The key cards to facilitate this are Totem Golem and Tunnel Trogg. Tunnel Trogg is particularly important and should be mulliganed for as hard as possible in every matchup. Outside of this, your other strong early game card is Feral Spirit with The Coin. If you have Tunnel Trogg already, you can keep Overload cards like Lightning Bolt and Crackle in order to clear the way for your Trogg to do repetitive damage.

Against Aggro you can choose to keep a Rockbiter Weapon or Lightning Bolt alongside your early minions in order to fight back against the fast starts of your opponent. It is important however, not to keep too reactive a hand since you do still want to be playing the aggressor against every deck. Tools like Flame Juggler are excellent in these matchups as they can help you to make a favourable trade on the board without losing too much Tempo. Abusive Sergeant is also excellent for much the same reason.

Against Control, your key early-game cards are Sir Finley Mrrgglton and Totem Golem. Gaining access to a new Hero Power as quickly as possible is key in these matchups, since the incremental advantage it will gain you over time can add up in a long game. Totem Golem is preferable to Tunnel Trogg in many of these matchups as most Control decks will have ways to answer a 3 Health minion early in the game, but can struggle to deal with the 4 Health of a Totem Golem.

3.3. Card Swaps

Your choice of early-game minions is fairly flexible, some other viable options are Haunted Creeper, Annoy-o-Tron, a second Gilblin Stalker, or Whirling Zap-o-matic.

The Earth Shock can be cut from the deck in favour of an additional early-game minion listed above.

Bloodmage Thalnos can be included in place of a Flame Juggler.

4. ChangeLog

  • 07 Jul. 2016: -2 Leper Gnome, +2 Flamewreathed Faceless
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