Wild Pirate Midrange Shaman Deck
Table of Contents
- 1. Card List
- 2. Mana Curve
- +3. Strategy
- 4. About the Author
- 5. ChangeLog
The following guide outlines how to play a variation of Midrange Shaman that is built to operate a little faster against other aggressive decks. By including the early-game Patches the Pirate package, you will be able to grip the board aggressively against even the most aggressive decks and use that as a platform to build on for the later turns. It can run out of stream against some very resilient Control decks and you should switch to a more late-game build of Shaman if that is the meta you are encountering.
1. Card List
This deck costs 4,860 and it is made up of the following cards.
|Shaman Cards||Neutral Cards|
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2. Mana Curve
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. Make sure you ration out your highest value threats and do not commit more too many of them to a board at once if you fear AoE.
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, 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.
3.2.3. Managing Overload
Managing Overload is one of the inherent challenges that comes with playing the Shaman class. Some of your most powerful cards have Overload attached to them which can really mess up your future plans if you are not careful with them. It may look like Lightning Storm is a strong turn for you on the turn you use it, but if you are going into turn 6 and have two 5-drops in your hand it may not be the best idea to use it because it will impact your future development too much. Always calculate how much Mana you will have on the following turn when using an Overload effect, and make sure you have a plan for how you are going to spend that amount of Mana effectively.
3.2.4. Timing your AoE
In many matchups 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 Midrange decks, you will want to wait for at least one of their reasonable value threats to hit the board before using your AoE. Your opponent will often try to "test" for your AoE by presenting a board that they are happy for you to use AoE on. It is your job to convince them that you do not have AoE in hand and force them to commit higher value cards to the board so you can punish them for it. This is a balancing act however, and simply passing turns to try and get them to commit more will rarely work. You will need to try and fight for the board with minions and make some effort to show that you have other options in hand to convince your opponent that the AoE is not present.
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.
3.3. Mulligans & Matchup Specific Strategies
You should mulligan as hard as possible for a 1-drop and Totem Golem in your opening hand. If you already have a 1-drop in your opening hand, this impacts the rest of your Mulligans significantly.
Southsea Deckhand is always strong keep as it allows you go benefit from Patches the Pirate as early as possible. Flametongue Totem is also potentially very powerful with this opening due to the immediate two minions that you will summon on the board. You should evaluate how likely your two minions are to survive before making this keep, as Control decks are much less likely to be able to deal with your minions than another Aggro deck that is playing a Patches early-game package of their own.
3.4. Card Swaps
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.
- 10 Aug. 2017: Deck has been reviewed and deemed appropriate for the KotFT meta.
- 09 Aug. 2017: Moved deck to new Archetype format.
- 10 Apr. 2017: Deck moved to Wild for the Journey to Un'Goro expansion. Removed 2x Spirit Claws, 1x Jinyu Waterspeaker for 1x Piloted Shredder, 1x Jade Claws, 1x Thunderbluff Valiant.
- 01 Mar. 2017: -2 Small-Time Buccaneer, +2 Southsea Deckhand.
- 15 Dec. 2016: Deck added.
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