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Kobold Midrange Shaman Gadgetzan Standard Deck

Last updated on Dec 03, 2016 at 07:58 by Sottle 5 comments

Table of Contents

This deck is a Mean Streets of Gadgetzan ready version of the popular Midrange Shaman deck. It includes White Eyes for another incredibly undercosted minion in the deck as well as Jinyu Waterspeaker to bring additional stability against very aggressive decks.

This build includes the tech that Amnesiac brought to the Hearthstone World Championship finals: Kobold Geomancer. This unassuming card allows you to have access to Spell Damage on demand much more often.

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. Kobold Midrange Shaman Gadgetzan Standard Deck

Our deck costs 4,920 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

2.1. Mana Curve

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10
7
1
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3
0

3. Strategy

3.1. General Playstyle

Midrange Shaman is a deck that is focused around efficiency and board Control. Through excellent early-game tools this deck can create a strong platform in the opening turns and use that to dictate the pace of the game on their own terms throughout. It is not a particularly aggressive deck and so you should focus on trades and board control until you smell blood and sense you can push for the win.

3.2. Key Skills

3.2.1. Resource Management

Shaman has an ability that is unparalleled by the other classes in the game to commit significant amounts of pressure to the board without expending a huge amount of resources from hand. This is an ability that you will need to take advantage off to get the strongest results from the deck. Pressing your Hero Power may seem like a weak turn, but it synergises with so many cards in your deck such as Flametongue Totem and Thing from Below that it is often worth it.

You will need to understand the matchup that you are facing and have a grasp on how fast you need to commit your resources in each of them. Against very aggressive decks you will want to commit your resources quicker, while against slower Midrange decks, you can afford to hold back resources and grind them out of the game. Control decks are often the hardest to play against because you need to find a balance. You will need to pressure them enough to make them have uncomfortable turns, but cannot afford to overcommit to the board and get swept by large scale AoE effects if you do not have enough resources to refill the board afterwards. Thunder Bluff Valiant, Thing from Below, and The Storm Guardian are your highest value cards and you should try to bait out your opponent's removal before committing them in Control matchups.

3.2.2. Timing your AoE

In many matchups, but primarily against Zoo Warlocks and other Shamans, the timing of your AoE is often game defining. Due to the amount of Spell Damage effects in the deck you will often be able to drop one on the board on demand for a huge AoE blowout. With this in mind, you should generally try to be greedy with your AoE and wait for your opponent to overcommit to the board, or for the last possible turn that you feel comfortable that you can survive.

Against Shaman, ideally you want to wait for one of their big threats such as a Thunder Bluff Valiant, or Thing from Below to hit the board before you use your AoE. Against Zoo, you should wait until you can no longer fight for the board with minions of your own or weapons, or simply until you can get an attractive full clear. Against Zoo, any time you can clear their board and keep a minion of your own in play is an excellent turn.

If you have multiple AoEs in hand, you can afford to use them a bit more liberally. This is also true in Control matchups where your AoEs are generally very weak. In these matchups you should look for any opportunity to use your AoE for any sort of advantage since the other cards in your hand will always be good.

3.2.3. 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 Fire Elemental on turn 6 or Thunder Bluff Valiant plus Hero Power on turn 7. These power spikes are often worth holding back for a weaker play on the proceeding turn to make sure they can be activated.

3.2.4. 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, or hit a specific damage value on a Lightning Storm to have a strong turn. 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.

3.3. Mulligans & Matchup Specific Strategies

General mulligan strategy means looking for Spirit Claws, Tunnel Trogg, and Totem Golem in your opening hand. If you have Spirit Claws already, then you can look to hold onto Spell Damage minions in order to buff them immediately.

Since we are at the start of a new expansion, class by class mulligans are not yet available since it is unclear exactly what each class will be playing. Check back as the meta evolves for a more in depth mulligan guide!

3.4. Card Swaps

Jinyu Waterspeaker can be cut from the deck if you are not finding a need for the heal in exchange for an Argent Horserider or Mana Tide Totem.

Harrison Jones can be included in the same spot if you are facing a Weapon heavy meta.

4. ChangeLog

  • 03 Dec. 2016: Deck added.
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