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Season 7 Legendary Shaman Control Wild Deck

Last updated on Jul 06, 2014 at 16:40 by Poyo 16 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Disclaimer: this deck has been archived.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.

On this page, you will find a S7 legendary budget Shaman Control Wild deck. It costs 6,440 a total of Arcane Dust to make, and it is called legendary because it utilises any number of required Legendary cards. This deck is designed to help you reach the top of the rankings (and possibly even Legend rank).

1. S7 Legendary Shaman Control Wild Deck

Our deck costs 6,440 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

1.1. Mana Curve


2. Strategy

Our Legendary Shaman Control offers an aggressive approach towards establishing and maintaining board control early on, while it pulls ahead in the later stages of the game where your cards excel.

Your early game will often be rather passive and you will likely be using your Hero Power with your excess Mana, however when playing against aggressive decks, your cost efficient spells can easily take care of any aggressive start.

Earth Shock provides Silence before it inflicts damage, which makes it exceptional removal against minions with Deathrattle, Divine Shield, and various other buffs. Earth Shock can easily take out a Scarlet Crusader, Loot Hoarder, Twilight Drake, and many other minions that would potentially allow your opponent to create card advantage, with a single blow.

Rockbiter Weapon and Lightning Bolt can take out most early game minions and help you keep up with aggressive decks, while in later stages of the game they can serve as finishers. Lightning Bolt will benefit from Spell Damage, while you can easily inflict substantial damage when using Rockbiter with the Windfury mechanic.

Argent Squire can be amazing against aggressive decks, and when buffed with Flametongue Totem, Argent Squire can easily take out most early game minions and potentially create card advantage.

Your cheap spells will trigger Wild Pyromancer's ability, which can be used against aggressive decks in order to remove their low health minions and potentially clear the board.

Since all your Mana will be dedicated to your Hero Power, you will often be able to use Flametongue Totem in order to buff your totems and use them to take out any early threats, creating card advantage.

Lightning Storm provides decent AoE damage that can often be amplified by Spell Damage provided by your Azure Drake or Wrath of Air Totem, which makes it an excellent response when your opponent expands on the board.

Feral Spirit provides amazing defensive value for its cost, which can often help you stand up to an aggressive opponent as well as provide decent aggressive value in early game if used with Flametongue Totem.

Hex is your ultimate end game removal, as it can efficiently take care of any minion. In rare situations you can also use Hex on a minion of your own, turning it into a Frog as a last resort if in desperate need of a taunter.

Mana Tide Totem will never cause card disadvantage and can potentially delay your opponent when playing against an aggressive deck. If you manage to protect your Mana Tide Totem, it will create card advantage, which can easily destroy your opponent's game.

Unbound Elemental can help you deal with aggressive decks, and since its value increases each time you play a card with Overload, you will often be able to put substantial pressure on your opponent if they are unable to deal with your Unbound Elemental early on.

Azure Drake offers card efficiency and you are likely to create card advantage with it. Spell Damage can potentially empower your Earth Shock, Lightning Bolt, and/or Lightning Storm.

Doomhammer can be used as removal should your health allow swinging at minions, however in most situations, you will use Doomhammer to pressure your opponent. Since your hero gains Windfury, you can use Rockbiter Weapon as a finisher.

Argent Commander and Fire Elemental will help you control the board and potentially create card advantage. Argent Commander will often be a 2-for-1 due to its Divine Shield and the potential to take out a minion with 4 health when played, while Fire Elemental's Battlecry can often take out a damaged minion and bring substantial value on the board.

Al'Akir the Windlord can potentially provide some defensive value, however in most situations you will use it as a finisher. Al'Akir buffed with Rockbiter Weapon and/or Flametongue Totem can deliver amazing damage and take out two minions or finish your opponent.

Ragnaros the Firelord is an amazing finisher, and it will always make a huge impact on the board. You should always consider the possibility of a Faceless Manipulator + Big Game Hunter combo, and what your possible responses will be if that happens, before it ruins your game.

2.1. Synergies and Combinations

Wild Pyromancer will trigger a 1 damage AoE each time you cast a spell, which can potentially be used to deal with low health minions or simply amplify the spell you play.

Wrath of Air Totem and/or Azure Drake will increase the potential of your Lightning Bolt and/or Lightning Storm.

Rockbiter Weapon can be used as a finisher:

  • Al'Akir the Windlord buffed with Rockbiter Weapon will inflict instant 12 damage;
  • Doomhammer buffed with Rockbiter Weapon will inflict instant 10 damage.

2.2. Mulligan / Starting Hand

Generally, you should mulligan for an aggressive start with Unbound Elemental or Feral Spirit, however when facing an aggressive deck you should keep any early game removal and try to get a Lightning Storm.

2.3. Card Swaps

Should you often be matched against aggressive decks, you can consider including Forked Lightning in your deck.

Should you be in a desperate need of taunters, you can potentially replace Chillwind Yeti with Sen'jin Shieldmasta or include 2x Defender of Argus in your deck.

You can potentially consider Lava Burst as an additional finisher as well as outstanding mid-range removal.

3. ChangeLog

  • 06 Jul. 2014: The deck has been reviewed and deemed valid for Season 4.
  • 13 Jun. 2014: Updated the deck for Season 3.
  • 25 Mar. 2014: Revamped the deck.
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