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Season 7 Mid Budget Shaman Midrange/Control Naxx Wild Deck

Last updated on Sep 03, 2014 at 16:07 by Poyo 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Disclaimer: this deck has been archived.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.

On this page, you will find a S7 mid budget Shaman Midrange/Control Naxx Wild deck. It costs 3,140 Arcane Dust to make (counting common cards) and will help you make your way towards the top of the rankings.

1. S7 Mid Budget Shaman Midrange/Control Naxx Wild Deck

Our deck costs 3,140 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

1.1. Mana Curve


2. Strategy

This Mid Budget Shaman Midrange/Control offers an aggressive approach towards establishing and maintaining board control early on, and it pulls ahead in the later stages of the game where most of your cards excel.

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

Earth Shock provides Silence before it inflicts damage, which makes it an 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 could allow your opponent to create card advantage.

Rockbiter Weapon and Lightning Bolt can take out most early game minions and help you keep up with aggressive decks. In later stages of the game, they can serve as finishers. Lightning Bolt benefits from the Spell Damage buffs provided by Azure Drake and your Wrath of Air Totem.

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

Talking of Flametongue Totem and Rockbiter Weapon, you can use these cards to buff a Nerubian Egg and sacrifice it against an enemy target in order to spawn a 4/4 Nerubian and create card advantage.

Lightning Storm provides decent AoE damage. Much like Lightning Bolt, it can often be amplified by the Spell Damage buff provided by 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. It also provdides 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 delay an opponent playing 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.

Defender of Argus can turn any minion into a Taunter, as well as boost their value which can often be beneficial, especially when you are low on health.

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

Doomhammer can be used as a removal, if your health allow swinging at minions. In most situations, however, you will use Doomhammer to pressure your opponent. Since Doomhammer gives your Hero Windfury, you can combine it with Rockbiter Weapon and use it as a finisher.

Fire Elemental will help you control the board and potentially create card advantage. Fire Elemental's Battlecry can often take out a damaged minion and bring substantial value on the board.

Loatheb provides solid minion value and will cause nightmares to any spell heavy opponent. With proper anticipation, you can easily destroy your opponent's plans and prevent a potential board wipe.

Al'Akir the Windlord can rovide some defensive value, but 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.

2.1. Synergies and Combinations

Unbound Elemental will gain value for each Overload card you play and can easily become a real threat for your opponent.

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 if you combine it with Doomhammer. This will result in your Hero being able to deal 10 damage instantly. If you combine it with Al'Akir the Windlord, you will be able to deal 12 damage instantly.

Nerubian Egg can be turned in to an attacker when buffed with Rockbiter Weapon, Flametongue Totem, or Defender of Argus.

2.2. Mulligan / Starting Hand

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

2.3. Card Swaps

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

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

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