Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Wild Aggro Shaman Deck

Last updated on Aug 10, 2017 at 19:19 by Pesty 11 comments

Table of Contents

Aggro Shaman is a deck that focuses on early board control combined with damage spells to quickly burn down the opponents health before they can stabilize.

This latest version of the deck utilizes the powerful Spirit Claws and Maelstrom Portal cards from the One Night in Karazhan expansion to maximize control of the board during the early-game.

1. Card List

This deck costs 6,460 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

Copy Export String to Clipboard

2. Mana Curve

0
8
13
5
2
2
0
0

3. Strategy

Aggro Shaman is an extremely aggressive deck that aims to capitalise on the powerful early game minions that Shaman has been granted in the recent expansions. Tunnel Trogg and Totem Golem are two of the most powerful early-game minions in the game and will generally outclass the early minions from your opponent, especially if played in combination with each other.

You should nearly always be aiming to play Tunnel Trogg or Small-Time Buccaneer on Turn 1 as they can often secure you the board from the start. As the deck contains a large amount of Overload cards, your early Tunnel Trogg will continue to benefit from these if you can keep it alive. If you have The Coin it can be more beneficial to play Totem Golem on Turn 1 as you can trade favourably with any 1 or 2 Mana play your opponent makes while giving yourself the opportunity to safely play Tunnel Trogg the following turn.

Spirit Claws itself is a great addition to the deck which justifies including more Spell Damage effects in the deck. Bloodmage Thalnos can be used on curve to turn a Turn 1 Spirit Claws into an amazing source of board control. On top of this, you also get the option of using the Spirit Claws later in the game to deal 9 damage to your opponent.

Flametongue Totem is a powerful tool that can help capitalise off of the decks early board pressure. When combined with an early Argent Squire, you will often be able to make multiple trades into larger minions to maximise Tempo. When playing Feral Spirit on curve you will also have exactly enough Mana for a follow-up Flametongue Totem, this is especially powerful as it forces your opponent to either waste removal to kill your Totem or to make multiple inefficient trades to remove the threat.

As this deck is a pure Aggro deck, you will want to focus on dealing damage to the opponent whenever possible. However, you need to keep in mind the concept of damage over time. Although attacking the Hero directly gets you damage immediately, it can present more favourable trades for your opponent, which will reduce the amount of damage you gain over several turns. In some situations it is better to take favourable trades on the board that keep your minions alive, since this will create more damage for you in total over the next few turns. This is a particularly strong consideration if trading protects your valuable minions like Tunnel Trogg

In the interest of maximising damage dealt by your board, it is also often beneficial to use your spells to remove your opponent’s minions rather than to damage them directly. Using your spells in this manner not only denies your opponent the opportunity to trade efficiently into your minions, but keeps your minions healthier for turns to come.

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 Doomhammer on turn 5, or Flamewreathed Faceless on turn 4. These power spikes are often worth holding back for a weaker play on the preceding turn to make sure they can be activated. The problem arises however, that often these plays will start to get in the way of each other, such as a hand that contains both of the above cards. Think about the play that gives you the strongest average turn over a series of turns, not just as a one-off, since consistent pressure is key with this deck. For example, you can try to play out a turn that does not Overload you on turn 4, followed by the Doomhammer on turn 5 and the Flamewreathed Faceless on turn 6.

Despite using minions on the board to deal damage to your opponent throughout the early and mid-game, finishing the game always comes from a barrage of spells in your hand. To help you finish the game in this manner, you should constantly keep track of the direct damage you have available in your hand and the Mana required for it. As Loatheb is a common card in Wild format it is not advised to hold back too many spells as you risk not being able to play them. As a general rule of thumb, you should use your direct damage spells if you have access to Spell Damage from Bloodmage Thalnos or Wrath of Air Totem and have the spare mana to do so.

3.1. Synergies & Combinations

Tunnel Trogg is able to be buffed from the various overload cards within the deck.

Spirit Claws and Maelstrom Portal gain huge benefits when combined with the various Spell Damage effects available to the deck.

Flametongue Totem is able to increase the efficiency of your Totems and early minions.

3.2. Mulligans & Matchup Specific Strategies.

In all matchups you are looking for early minions to secure the board early and as a result should be looking for Small-Time Buccaneer, Tunnel Trogg, and Totem Golem. If you have a good turn 1 and turn 2 play from these minions, you can also keep Spirit Claws or Flametongue Totem to help support them.

Against Aggro, you can always keep Spirit Claws in your starting hand to help control the early-game. Additionally, if you have Tunnel Trogg you can keep Lightning Bolt in your opening hand to help clear your opponents minions. You should be looking for the Mage Hero Power from Sir Finley Mrrgglton to help stay in control of the board.

Against Midrange, you should aim to get the Hunter Hero Power from Sir Finley Mrrgglton to maximise your damage in the later stages of the game.

Against Control, you should aim to get the Warlock Hero Power from Sir Finley Mrrgglton to ensure you are to create consistent pressure against their healing and board clears.

3.3. Card Swaps

Southsea Deckhand can be included over Argent Horserider for even more aggression.

Rockbiter Weapon can be clunky as a double copy since the nerf to 2 Mana. You can cut a copy for an extra early-game minion such as Argent Squire or Southsea Deckhand.

4. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

5. ChangeLog

+ show all entries - show only 10 entries
  • 10 Aug. 2017: Deck has been reviewed and deemed appropriate for the KotFT meta.
  • 08 Aug. 2017: Guide updated to new Icy Veins Archetype format.
  • 02 Apr. 2017: Removed 2x Small-Time Buccaneer for 2x Southsea Deckhand.
  • 22 Dec. 2016: Decklist updated for Mean Streets of Gadgetzan.
  • 07 Oct. 2016: Deck added.
Force desktop version
Force mobile version