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Wild Budget Aggro Shaman Weck

Last updated on Aug 10, 2017 at 19:19 by Pesty 9 comments

Table of Contents

This guide outlines how to play Aggro Shaman. This version includes an early-game Pirate package due to the power of the new Pirate cards that were released in the Mean Streets of Gadgetzan expansion. It then falls back on the classic collection of aggressive Shaman cards to quickly close out a game.

This budget build cuts out the Legendary minions, replacing them with close alternatives. The deck still remains very powerful, but the loss of Patches the Pirate is sorely felt when playing an early Pirate.

1. Card List

This deck costs 2,040 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards

Copy Export String to Clipboard

2. Mana Curve

0
7
11
6
2
2
2
0

3. Strategy

3.1. General Playstyle

Aggro Shaman is a deck that fell out of favour for a while due to the power of Midrange Shaman during the Karazhan meta. However, the potential synergy between Spirit Claws and Southsea Deckhand means that the deck is back to a high power level itself. You should play the deck very aggressively, as the name implies, but one of the key strengths of the deck is ability to adapt to a board control style due to the high quality of cards like Totem Golem and Thing from Below.

3.2. Key Skills

The style of the deck is very aggressive and as such your first priority should be damage to the opponent's hero. Having said that, that does not give you complete freedom to simply attack directly on every turn. The right mentality to get into is to consider how your opponent punishes you for attacking them in the face. They might be able to pick up a more favourable trade, they may be able to sweep your board with an AoE spell and keep a minion in play themselves, they may be able to buff their existing minion, and so on. Once you have established these potential punishes in your mind, you need to evaluate how often you win the game in the scenario where they have the cards you considered and weigh that against how likely they are to have them. In the scenarios where you cannot think of a strong punish, or in the scenarios where you think you still win the game if they have it, then you are free to push damage as you see fit. This is a skill that will develop with time, and you will find yourself encountering punishes you had not thought of for the first few games, but over time you will gain a feel for how aggressive to be with this deck.

Many of these decisions will depend on the quality and exact makeup of your hand with this deck. As mentioned previously, this deck can fight for board control very effectively through high quality minions. If your hand contains cards like Thing from Below then you can often afford to take the game slower and control the board. On the other hand, if your hand is running empty, or is full of direct damage like Lava Burst, then you should take more risks play around less potential punishes from your opponent.

3.2.1. 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 Doomhammer on Turn 5, or Flamewreathed Faceless on Turn 4. These power spikes are often worth holding back for a weaker play on the proceeding 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.

3.2.2. 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 to have a strong turn with Spirit Claws. 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

Southsea Deckhand, Totem Golem, and Tunnel Trogg are your top 3 priorities, alongside Spirit Claws. The rest of your mulligan is situational, and dependant on the cards you already have. If you have Tunnel Trogg, then Feral Spirit is a fine keep, especially if you have The Coin. Kobold Geomancer is also a fantastic keep if you have Spirit Claws.

Against very aggressive decks like Pirate Warrior or Aggro Paladin, then Maelstrom Portal is a fine keep as it will often find value on curve on Turn 2. Against these kinds of decks, Lightning Bolt is often also a fine keep if you are going second, but should be thrown away from more proactive minions if you are going first. Spirit Claws is also generally fantastic in these matchups.

3.4. Card Swaps

Rockbiter Weapon can be clunky as a double copy since the nerf to 2 Mana. You can cut one of these cards for another early-game minion like Argent Squire or more burst damage like Lava Burst.

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.
  • 10 Apr. 2017: Deck moved to Wild for the Journey to Un'Goro expansion. Removed 2x Small-Time Buccaneer, 1x Lava Burst for 1x Southsea Deckhand, 2x Crackle.
  • 05 Dec. 2016: Deck added.
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