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Control Evolve Shaman Deck

Last updated on Jul 07, 2017 at 16:06 by L0rinda 14 comments

Table of Contents

This Control version of Evolve Shaman developed from older versions of the deck in previous metagames. It chooses to use Jade minions for threats, alongside the combo of Doppelgangster and Evolve, so that it has plenty of late game threats. Instead of using board presence to control the board, it uses more traditional Shaman spells.

1. Card List

This deck costs 4,880 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

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2. Mana Curve


3. Strategy

3.1. Mulligan

The early game is important in this deck no matter what you are playing against. This means you will usually keep Jade Claws in your opening hand. After that, you will have to consider how the game is likely to play out. Here are the strengths and weaknesses of some of the more tempting cards to keep.

3.1.1. Lightning Storm

Lightning Storm will help you clear a board against minion heavy decks, but is far more useful if you already have something on the board.

3.1.2. Jade Spirit

Jade Spirit will help you build a threatening looking board against control decks.

3.1.3. Hex

Hex is good if you are expecting a huge early threat like Flamewreathed Faceless, or Edwin VanCleef, but is often too slow against other early game minions.

If you have Jade Claws in your hand, you can keep combo pieces against most mid-range and control decks. The combo will usually defeat those decks, and so with the back-up of having Jade Claws in hand, your aim will often be to find the combo as quickly as possible.

3.2. Early-Game

The early part of the game will often be a fight for the board. It is important to pay attention to what your opponent is trying to do in these first few turns, as it will enable you to play very differently later on based on what you feel you are up against. It is also important not to panic. The deck packs plenty of removal and Taunt going into the mid-game, and quite often you will get behind at the start of the game as there are no 1-drops in this variant of the deck.

3.3. Mid-Game

The mid-game involves a lot of planning and anticipation. Even more than usual with this particular deck, you will need to be adaptable and spot situations which can lead to a win. The first thing to consider will be how good it will be to play Doppelgangster and Evolve on the same turn. If your opponent has cards like Brawl at their disposal, then you are going to have to get creative. Making wide boards is very easy with this deck, and so if you are not comfortable playing out your combo, you can try to bait out removal by making repeated boards using Totems alongside cards like Jade Spirit and Feral Spirit.

This deck is very much a Midrange deck, this means that your aim against aggressive opponents is to survive, while your aim against slow opponents is to put the pressure on with your Jade cards and Hero Power. Try to keep track of how much damage you are threatening with Bloodlust at any given time, even if it is not in your hand. Firstly you might draw it next turn, and secondly your opponent will not want to leave up enough damage for it to kill them. If you can distract them in this way, it can often buy you valuable time to draw into your combo. It will also given your combo more chance of sticking to the board if you have managed to deplete the enemy's means to deal with it.

3.4. Versus Aggro

Do not die! If you get to the point where you cast your combo and can survive the next turn, you will usually win the game. This means that you can afford to take the time to kill off your opponent's minions and build your board without necessarily worrying about damaging your opponent. When the end comes for them, it comes fast. When you have removed the majority of the opposing threats, you can stabilize using Jinyu Waterspeaker.

3.5. Versus Control

Against control decks your hero power is very powerful. With Bloodlust in your deck, your opponent will have to take time out to clear up your totems, or they will leave themselves open to taking a huge amount of damage. You can use your totems with Flametongue Totem to get some sustained damage out of them, and you can also use your Mana Tide Totems to keep up with your opponent on cards. Your Jade cards can be used to exert pressure. You should be able to force a situation where your opponent uses their AoE spells, and you will then be able to win using your combo.

3.6. Managing Overload

You will have to plan ahead carefully with your overload cards to get the maximum out of them. One way of doing this is to pick a turn in the future where you feel something will be important, and try to make sure that turn is clear of overload. For instance, if you think that your combo will win the game if played on Turn 6, then you would rather be overloaded on Turn 4 than on Turn 5.

4. Individual Card Strategies

Against more aggressive decks, do not be scared to use Evolve as a way to effectively heal your minions. However, against control it is usually only used in this manner as an emergency, or to go for a winning push.

Always bear in mind that Jinyu Waterspeaker can heal minions. It will often be more effective to keep a minion alive than it is to heal yourself. This means that when your health total is likely to be comfortable for some time, you can often make a favourable trade and use the Waterspeaker to heal the minion that traded and grab a strong board with its strong 3/6 body.

Against flood decks, such as Pirates, which do not have AoE spells, you can challenge the board with Doppelgangster if it means you will stay alive.

Mana Tide Totem is a great value engine, but try not to fall into the trap of using it too greedily. Sometimes you will just want to use it to cycle for an immediate answer. One card that saves the game now is better than drawing no cards because you died! However, if you can protect it behind a Taunt, or ideally behind Feral Spirit, then this can be a game-winning play.

When absolutely desperate, remember that Evolve can create minions with Taunt or Charge. Sometimes you can try to create these as a final throw. On a related note, remember to not be too hasty on that End Turn button when evolving minions.

Thing from Below can usually be saved until it costs zero Mana. Sometimes you will be able to play one, or even both, of these on the turn that you play Evolve for some extra value. Bear in mind though that a 0-Mana 5/5 Taunt is also a good card in its own right, and you will have to decide whether not evolving it is going to be better if your opponent's board is aggressive.

5. About the Author

L0rinda has extensive experience with Hearthstone. After starting out with Arena and becoming one of the most prominent streamers in that format, he moved over to Constructed and now primarily spends his time as a caster for Blizzard, Starladder, and Dreamhack.

6. ChangeLog

  • 07 Jul. 2017: Deck re-written for new Icy Veins layout. Renamed to Control.
  • 10 Apr. 2017: Deck updated for Un'Goro. Jade Package added to cover for cards that rotated out.
  • 04 Feb. 2017: Deck added.
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