Aggro Jade Shaman (No Doomhammer) Standard Un'Goro Deck
This guide outlines how to play Aggro Shaman. This Mean Streets of Gadgetzan Version, as with most Aggro decks from this expansion, includes an early-game Pirate package due to the power of the new Pirate cards that were released. It then falls back on the classic collection of aggressive Shaman cards to quickly close out a game.
This build of the deck adds in a sprinkling of Jade Lotus synergy. Although the small number of Jade cards will not allow you to build up a huge collection of 8/8+ minions, the ability to gain additional small minions on the board while pushing for damage is of great benefit.
1. Aggro Jade Shaman (No Doomhammer) Standard Un'Goro Deck
Our deck costs 7,700 and it is made up of the following cards.
|Shaman Cards||Neutral Cards|
1.1. Mana Curve
2.1. General Playstyle
Aggro Shaman is a deck that fell out of favour for a while due to the power of Midrange Shaman during the Karazhan meta. However, the potential synergy between Jade Claws, Patches the Pirate, and Southsea Deckhand means that the deck is back to a high power level itself. You should play the deck very aggressively, as the name implies, but one of the key strengths of the deck is the ability to adapt to a board control style due to the high quality of cards like Feral Spirit and the Jade Golem options.
2.2. Key Skills
2.2.1. Aggro Mentality
The style of the deck is very aggressive and as such your first priority should be damage to the opponent's hero. Having said that, that does not give you complete freedom to simply attack directly on every turn. The right mentality to get into is to consider how your opponent punishes you for attacking them in the face. They might be able to pick up a more favourable trade, they may be able to sweep your board with an AoE spell and keep a minion in play themselves, they may be able to buff their existing minion, and so on. Once you have established these potential punishes in your mind, you need to evaluate how often you win the game in the scenario where they have the cards you considered and weigh that against how likely they are to have them. In the scenarios where you cannot think of a strong punish, or in the scenarios where you think you still win the game if they have it, then you are free to push damage as you see fit. This is a skill that will develop with time, and you will find yourself encountering punishes you had not thought of for the first few games, but over time you will gain a feel for how aggressive to be with this deck.
Many of these decisions will depend on the quality and exact makeup of your hand with this deck. As mentioned previously, this deck can fight for board control very effectively through high quality minions. If your hand contains various Jade Golem cards then you can often afford to take the game slower and control the board. On the other hand, if your hand is running empty, or is full of direct damage like Lava Burst, then you should take more risks play around less potential punishes from your opponent.
2.2.2. Evaluating Random Effects
The Shaman class has a certain amount of inherent RNG built into the class. Understanding the risks of these effects is another important skill to develop when playing the class. There will be certain turns where you need to hit a specific Totem to have a strong turn with Maelstrom Portal or to push for lethal. In these situations, you need to evaluate the situation that you will be in if you succeed, and the situation you will be in if you fail. By weighing this risk/reward equation you can easily get a handle on whether it is correct to take the inherent risk involved in the play.
2.2.3. Managing Overload
Make sure you pay attention to the effects of Overload on your following turns. Certain turns will offer a significant return if they are played out on curve, such as Flamewreathed Faceless on turn 4. These power spikes are often worth holding back for a weaker play on the proceeding turn to make sure they can be activated. The problem arises however when these plays start to get in each other's way. For example, you may wish to play out Feral Spirit on turn 3 since it is your only proactive play, but you have a Flamewreathed Faceless in hand that you want to play on turn 4. In these kinds of situations you will need to assess which of the cards is more important to your development. Some classes will struggle to deal with Flamewreathed Faceless, such as Druid, where as others like Rogue or Priest have very strong answers to it.
2.3. Mulligans & Matchup Specific Strategies
Argent Squire, Bloodsail Corsair, and Southsea Deckhand are your top 3 priorities, alongside Jade Claws. The rest of your mulligan is situational, and dependant on the cards you already have. If you have a Pirate already, then Flametongue Totem is a great keep due to the high potential of 2 minions on the board, especially if you are going first.
Against very aggressive decks like Pirate Warrior or Aggro Paladin, then Maelstrom Portal is a fine keep as it will often find value on curve on turn 2. Against these kinds of decks, Lightning Bolt is often also a fine keep if you are going second, but should be thrown away from more proactive minions if you are going first. Jade Claws is also generally fantastic in these matchups.
2.4. Card Swaps
- 06 Apr. 2017: Removed 2x Tunnel Trogg, 2x Totem Golem, 2x Small-time Buccaneer, 2x Spirit Claws, 1x Sir Finley Mrrgglton, for 2x Argent Squire, 2x Bloodsail Corsair, 2x Eternal Sentinel, 2x Hammer of Twilight, 1x Lightning Storm.
- 15 Dec. 2016: Deck added.
- Iksar on Basic and Classic Sets
- Four New Collectible Blizzard Books Coming This Fall
- Icy Veins Podcast Episode 33
- Blizzard Survey Asks: "Would You Continue Playing Hearthstone if There Were No Tournaments"
- Bungie Regains Publishing Rights for Destiny
- Tavern Brawl: Old and New
- January Update: Arena and Rumble Run Changes
- New Wild Bundle Available With 40 Card Packs From Past Expansions
- Sets, Sets, lots of Sets.
- Meme worthy game. (Tess)
- Whizbang the Wonderful
- Thanks Icy Veins
- OTK Mage
- Puzzle Lab's Dr. Boom's Puzzles
- Is the game dying?
- Rumble Run