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Evolve Shaman Standard Un'Goro Deck

Last updated on Apr 10, 2017 at 16:38 by L0rinda 6 comments

Table of Contents

Our Evolve Shaman Deck is a combo orientated deck which stalls out the game until it has an explosive turn combining Doppelgangster and Evolve to produce a huge board that is very difficult to remove.

Evolve Shaman takes cards that can be played for less than their printed Mana cost, and uses Evolve to reap the benefits of those cards. For example, previous versions contained Nerubian Prophet as a card that has a stated Mana cost of six, but is often played for a lot less. Thing from Below is another card of this nature. The card that really makes this archetype strong, however, is Doppelgangster. All three of the Doppelgangster tokens cost five Mana, which means that the Evolve turns them into eighteen Mana worth of minions in one go.

1. 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.

2. Evolve Shaman Standard Un'Goro Deck

Our deck costs 5,080 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve

0
4
7
7
5
3
3
1

3. Strategy

The aim of this deck is to survive long enough to cast Evolve and Doppelgangster on the same turn. This is usually enough to win the game. The deck builds a wide board using its Hero Power, which threatens to win with a timely Bloodlust. The powerful Jade package makes sure that your opponent has plenty to deal with while you set up for a combo turn.

3.1. Surprise

Remember that due to the wide range of Shaman decks available, many of your opponents will not know what your deck is actually trying to do. There are some games where you can represent that you are playing a more standard Shaman deck, and can win by them not being ready for your combo and using up all of their resources.

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 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 Twisting Nether 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 of many small minions and Totems.

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.

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. 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.

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.

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

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.

5. Card Specifics

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.

6. ChangeLog

  • 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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