Wild Midrange Shaman Deck

Last updated on Aug 10, 2017 at 17:50 by Kat 26 comments

Midrange Shaman is a classic Hearthstone archetype that has been around as long as the game itself. It is based around using small efficient minions, alongside Totems, in combination with buff cards in order to control the board, allowing you to outvalue your opponent and generate Tempo in the process.

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


Card List

This deck costs 6,120 Arcane Dust and it is made up of the following cards.

Shaman Cards Neutral Cards
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Mana Curve



Midrange Shaman utilizes the early-game minions used in Aggro Shaman decks, but continues to strengthen the board throughout the mid-game instead of using damage Spells to burst down the opponent. The deck is able to continue trading much later into the game than an Aggro deck would, by using cards like Flametongue Totem and Thunder Bluff Valiant combined with totems and resilient minions to gain tempo and card advantage over the opponent.

During the early game, you should be looking to play cards such as Tunnel Trogg, Haunted Creeper, and Totem Golem to provide a solid foothold onto the board. The deck contains powerful follow-ups to these minions in the form of Flametongue Totem and Spirit Claws, allowing you to trade into your opponents early minions while maintaining a board presence to build upon on future turns.

Once the board is in your control, the game becomes about using your mana efficiently going into the mid-game. This usually means playing minions on curve, but often summoning a Totem using your Hero Power is the correct play. While using your Hero Power in this manner does not always offer an immediate impact on the board, it should be seen as an investment into future turns providing a free minion able to trade into your opponents board when combined with Flametongue Totem and Thunder Bluff Valiant as well as reducing the Mana cost of Thing from Below to provide Tempo.

Heading into the late-game, you should be aiming to use your Hero Power as much as possible in order get more mileage out of your decreasing hand size. From turn 7 onwards, this strategy can also force your opponent to overreact to looming threat of playing Thunder Bluff Valiant and immediately buffing your Totems.

Your win condition stems from being able to chip away at your opponent’s health as you are controlling the board over the course of a game. There will come a point where you are in position to stop trading and start pushing to end the game. Getting a feel for the right timing comes with practice, but using Loatheb to protect you from board clears or playing Thunder Bluff Valiant to buff a board full of Totems provide the best opportunities to end the game in this manner.

What truly differentiates this deck from Aggro variants is the inclusion of powerful Shaman Spells to help control the board. Should the early-game not go to plan, both Maelstrom Portal and Lightning Storm offer strong board clear options, these are bolstered even further by the Spell Damage available from Wrath of Air Totem, Azure Drake, and Bloodmage Thalnos. If your opponent heavily commits to a single minion, Hex is available as an efficient solution.


Synergies & Combinations

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

Thing from Below can be discounted by not only your Hero Power Totems, but also Totem Golem, Mana Tide Totem, and Flametongue Totem.

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.

Thunder Bluff Valiant can buff all of your totems to rapidly strengthen your board.


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 Tunnel Trogg, Haunted Creeper, 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, you should prioritise getting the strongest board possible over getting value from your Hero Power to ensure you do not get overwhelmed by your opponent’s aggression.

Against Control, you should aim to play much slower, getting as much value out of your Hero Power as possible. You should also be try to avoid using Hex where possible due to multiple powerful Legendary minions present in Control decks.


Card Swaps

The spells in this deck are fairly interchangeable to suit the needs of the meta. A copy of Hex can be changed to a second Lightning Storm if you are facing aggressive decks and Crackle can also be changed to Lightning Bolt as a cheaper removal spell.



  • 10 Aug. 2017: Deck has been reviewed and deemed appropriate for the KotFT meta.
  • 09 Aug. 2017: Moved to new Archetype format.
  • 02 Apr. 2017: This deck has been reviewed and deemed appropriate for the Journey to Un'Goro expansion.
  • 22 Dec. 2016: Decklist updated for Mean Streets of Gadgetzan.
  • 07 Oct. 2016: Deck added.
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