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Un'Goro Evolve Shaman Deck

Last updated on Mar 06, 2018 at 10:07 by L0rinda 14 comments

Table of Contents

Journey to Un'Goro provided some valuable new tools for Shaman to make wide boards, paving the way for this new take on Evolve Shaman. Fire Fly and Primalfin Totem allow for Shaman to fight for the early board, which means that Bloodlust is an ongoing huge threat for opponents to deal with. This version of the deck takes advantage of those options, which means that the deck has moved from being control orientated, to fairly aggressive.

Although the deck was apparently hurt with the nerfs to Patches the Pirate and Corridor Creeper in Patch 10.2, it turns out that Corridor Creeper is still playable in the deck anyway, due to being able to use Evolve on an expensive minion, that was played cheaply. Although Patches is no longer viable, the nerf hit other decks hard too, which made Evolve Shaman playable again.

1. Evolve Shaman Card List

This deck costs 6,160 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

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2. Evolve Shaman Mana Curve


3. Evolve Shaman Strategy

4. Evolve Shaman Mulligan Guide

Although the gameplay for the first two turns is complicated, the mulligan is reasonably straightforward. You will be looking for cards that you can play on curve, and attempt to build a huge board with. Fire Fly is therefore an automatic keep. Primalfin Totem is usually a keep, especially with The Coin or if you already have a 1-drop. Jade Claws is also usually a keep, unless you happen to know your opponent is playing a control deck. Flametongue Totem is a keep if you have any 1-drop, it is also a keep if you have a Primalfin Totem plus The Coin. Against some slower decks, you can also keep Flametongue Totem to power up the totems that you create from your Hero Power.

4.1. Early-Game

The first two turns with this deck can be incredibly complex. If you find yourself taking a lot of time over the first couple of turns, then do not panic, this is normal. Your main goal is to get as wide a board as you can in the early game, and use that board to kill off your opponent's minions. By Turn 5, you hope to be threatening to do huge amounts of damage with Bloodlust. Even if Bloodlust is not in your hand, your opponent will have to play as if it is, which will cause them to use resources inefficiently.

The reason the start is so difficult is that, although this seems like a fairly straightforward curve deck, the interaction with your opponent is often very complicated. The mirror match in particular is often won or lost based on the decisions you make in these early exchanges. This means that it is important that you understand the meta you are playing in. For example: If your opponent is likely to play Call to Arms in a Silver-Hand recruit deck, then you will often keep back your Maelstrom Portal, even if you are being hit by some 1 Health minions. In the mirror match, you will be trying to use Flametongue Totem to match your board to kill your opponent's 0/3 Totems. However, you will also be wary of your opponent doing the same to you.

If you can protect a Primalfin Totem at this stage of the game, the 1/1s that it churns out can often lead to a very early win. If your opponent is struggling to kill it, then it is often correct to play Saronite Chain Gang to make it almost impossible to remove without them finding a spell to do so.

4.2. Mid-Game

One of the things you will notice when playing this deck, is that you do not possess many ways of actually dealing much face damage in the mid-game. Flametongue Totem and Bloodlust are your main sources of damage at this stage. With that in mind, you will mainly be concentrating on keeping control of the board by making favourable trades, while your Jade minions start to increase in size.

Against Aggro decks, you will win if you withstand their early assault. The deck has all of the tools to do this, and you should not be afraid to use a Bloodlust to clear up a menacing enemy board if required. Against Control decks, you should be aggressively building boards using your Hero Power. Due to the presence of Bloodlust in your deck, your opponent will often have to expend an AoE spell to remove a board that you have invested very few cards in, if you can get enough basic Totems to hang around.

4.2.1. Positioning

Positioning is more important in Shaman than in most other classes due to the inclusion of Flametongue Totem. If a minion dies while next to a Flametongue Totem, then the minion next to it will receive the buff from the Totem. This means that you will usually try to position your minions such that your weakest ones are in the middle of the board, and the ones you do not want to trade away are on the outside. With that in mind, you will normally position Mana Tide Totem on the extreme left of the board, with Primalfin Totem also as far left as possible. This is because your basic Totems, which you often happy to trade away, spawn on the right-hand side of the board.

By positioning in this way, two 1/1 minions can kill a 6/6 when you play a Flametongue Totem.

4.3. End-Game

If you have been successful in the mid-game, then your opponent will be low on resources. If you are against an aggressive opponent, then they will be low on minions and damage. If you are against a Control deck, then they will have been forced to use their removal on seemingly irrelevant cards. At this point you are ready to play your Doppelgangster and Evolve to close out the game. This is not the only time you should play those cards however, and using them creatively is one of the keys to getting extra wins from tricky situations.

5. Other ways of using Doppelgangster and Evolve

5.1. Creating Taunt

Sometimes against Aggro, you will find yourself in the position where you have nearly stabilised, but need one more Taunt to close out the game. Playing the combo at this stage has over a 40% chance of creating a Taunt minion. If you then Totem AFTER playing the combo, so that the Totem does not evolve, then you also have a 25% chance of getting a Taunt totem. This sequencing can often change a game in these situations.

5.2. Early Evolve

Against incredibly aggressive decks that go wide early, such as Aggro Druid, then you can often get an advantage by playing Evolve on a board of two or three minions. 2-drops are surprisingly bad, but evolving three 1-drops will usually result in a board that is in a much better position to fight than the 1-drops were. There is no point saving the Evolve for a Turn 6 combo if you die before you get there.

5.3. Combo as Early as Possible

Quite often it is right to simply play Doppelgangster and Evolve and see if your opponent can deal with it. This is more true against Aggro than against control, as they are less likely to have the answers. You should, however, bear in mind that having these two cards in hand is very powerful. If you can clear up an aggressive board with your other cards, and delay the combo for a turn, then that will often be the way forward.

6. Individual Card Strategies in Evolve Shaman

6.1. Bloodlust

If you are against a Control deck, you can seriously consider using Bloodlust when you have a lot of minions on the board, even if it does not deliver lethal damage. It will often be the best chance you get.

6.2. Devolve

Devolve is a great card for dealing with minions with annoying ongoing effects. Taunt is the most obvious of these, but also minions with Stealth, such as Finja, the Flying Star or Moroes. Devolve is also good at dealing with efficient small minions, as devolving things to one Mana, or even zero Mana minions often totally ruins their stat line.

6.3. Thing from Below

Do not be afraid to use your Hero Power, especially against Control decks, to reduce the cost of Thing from Below. If you hand is slow, and has Thing from Below, the game can often change by playing it on Turn 4 to buy a little time to draw your cheaper cards.

7. 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.

8. ChangeLog

  • 06 Mar. 2018: Deck re-worked to represent the deck re-emerging into the meta, and nerfs in Patch 10.2
  • 07 Jul. 2017: Deck Added. A powerful deck that revolves around the combination of Doppelgangster and Evolve.
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