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Shaman Mech Aggro Wild Deck

Last updated on Dec 05, 2015 at 17:28 by Sottle 10 comments

Table of Contents

This deck is based on the Mech Shaman Aggro deck that has been popular for the last few seasons. However, with the addition of Tunnel Trogg to the game it allows the deck to become much more focused as an outright Aggro deck, and move away from some of the bigger threats in the deck like Fire Elemental and the volatile Fel Reaver.

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. Shaman Mech Aggro Wild Deck

Our deck costs 1,960 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Mech Shaman is an aggressive deck that aims to overwhelm the opponent with a never ending string of aggressive minions and powerful synergy cards. The unique benefits that Shaman gains from the Mech synergy package are cards like Powermace and Whirling Zap-o-matic which are both capable of creating huge amounts of pressure, especially in conjunction with each other.

The early game turns with this deck will simply consist of you trying to get off to as fast a start as possible. There are multiple openings that are hugely oppressive. The first of these, is turn 1 Mechwarper using The Coin, or turn 1 Cogmaster into turn 2 Mechwarper. This start gives your opponent a massive problem to deal with, as if they cannot remove your Mechwarper, they risk falling too far behind on tempo to your follow-up Mechs. The second strong start is an early Whirling Zap-o-matic in conjunction with cards like Rockbiter Weapon and Annoy-o-Tron. This start simply has the potential to create too much damage early for your opponent to deal with. If you are able to protect this opening even further with removal spells, you may find that a single Whirling Zap-o-matic can carry you to victory. Finally with the new addition of Tunnel Trogg to the deck, turn 1 Tunnel Trogg into turn 2 Totem Golem puts an enormous amount of pressure into play in the early turns.

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.

To follow up these early turns, you will simply look to continue developing your own board, while spending cards like Rockbiter Weapon to remove your opponent's minions efficiently. Although the aggressive nature of this deck makes it tempting to hold these spells to finish your opponent, often using them to clear a minion will create more damage for you over the course of the game since it clears the path for your own minions to attack multiple times. You should always assess the state of the board and how your opponent will respond if you leave one of their minions alive.

Another strong mid-game card in this deck is Powermace. The potential for Powermace to remove two of your opponent's minions while buffing one of your own can be a massive momentum swing in your favour. A particularly great target for a Powermace buff in this deck is Annoy-o-Tron, since it creates a large Divine Shielded Taunt that can not only create a lot of pressure on its own, but also protect all of your other minions from dying.

Following up your fast openings, you have numerous cards to maintain pressure throughout the mid-game. However, of particular note in this deck is Unbound Elemental. Unbound Elemental comes back into the deck due to the increased number of Overload cards that are played in order to take advantage of Tunnel Trogg and represents another huge threat that your opponent is forced to deal with. Unbound Elemental will also pull removal away from your other cards, since your opponent will usually feel obligated to remove it immediately, meaning that your existing minions will get to continue attacking.

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 or Unbound Elementals you have in play.

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 play 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

Mechwarper can create some extremely powerful openings. It enables you to rush out follow up minions like Spider Tank earlier than usual.

Whirling Zap-o-matic can be buffed with Rockbiter Weapon in order to create huge amounts of damage.

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

Tunnel Trogg and Unbound Elemental can both 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 Mechwarper, Totem Golem, and Tunnel Trogg but Cogmaster, Whirling Zap-o-matic, Leper Gnome, and Annoy-o-Tron are all also important. It is important not only to try and get as many of these cards as possible, but to pay attention to your potential Mana curve, and the effect Mechwarper has if you have it. In an ideal world, you want your opening hand to have a strong play on each turn that uses all of your Mana. Whirling Zap-o-matic is a slightly unique case. Although it is a strong keep, if you do not have a strong way to protect it, or a way to buff it early for huge damage, it may be better to throw it back and draw it later after you have exhausted removal from your opponent.

Against Aggro you should favour keeping a Rockbiter Weapon or Lightning Bolt alongside your early minions in order to fight back against the fast starts of your opponent. You should also give higher priority to Annoy-o-Tron since it deals very favourably with small Aggro minions. Conversely, Cogmaster is less important in the these matchups, since the 2 Health trades poorly against opposing 2/1s.

Against Control you should just push for the fastest possible start. Annoy-o-Tron can be given higher priority since it can protect more important targets from early removal such as Fiery War Axe from Warrior.

3.3. Card Swaps

One Unbound Elemental can be cut from the deck in favour of an Ancestral Knowledge.

Fel Reaver can be included in the deck in place of Unbound Elemental.

4. ChangeLog

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