Wild Wall Shaman Deck
This guide contains instruction on how to play Wall Shaman, also known as Concede Shaman, or BogChamp Shaman. It is an extremely oppressive deck that involves blocking the opponent out of the game with borderline unbreakable walls of Taunts. It is extremely effective at shutting down common Tempo decks that rely on curving out through their Mana and developing consistent threats on the board. If you are looking for something different to play on the ladder to counter all the Zoo and Shaman you come up against, this deck is a great choice.
1. Wild Wall Shaman Card List
This deck costs 10,280 and it is made up of the following cards.
|Shaman Cards||Neutral Cards|
2. Wild Wall Shaman Mana Curve
3. Wild Wall Shaman Strategy
Wall Shaman is an oppressive Control Shaman deck that aims to force people out of the game by repeatedly clearing their board until eventually putting up an unbreakable wall of Taunt minions that they are unable to ever break through. It is also known as "Concede Shaman" due to it finishing very few games through actually killing the opponent, and many more from your opponent conceding after they can no longer win.
The early-game package of the deck was bolstered significantly by the One Night in Karazhan Adventure which introduced both Maelstrom Portal and Spirit Claws. These cards are crucial to allow you to mitigate some of your opponent's early board development and help you to maintain control of the game until the mid-game turns. Both of these new additions are made exponentially more powerful by Spell Damage which means that Bloodmage Thalnos is also included in the deck to allow you to have access to Spell Damage more consistently.
The deck plays no early game minions that can occupy the board, so your early game turns will consist primarily of using your Hero Power to summon Totems and passing. These Totems are useful tools to buy you time however as people will generally respect their usefulness and trade into them, protecting your life total. This will cause you to fall behind on the board however, which means you will eventually have to catch up with an AoE option.
Far Sight is another card that can potentially be used in the early-game but it is not as straightforward a decision to use it on turn 3 as it may seem. Although Far Sight can hit important cards like your huge Taunt minions and AoE effects, most cards that you draw will not be used immediately in the early-game. Using a Far Sight in the early-game will mean that you usually skip pressing your Hero Power, which can be key if you already hold Thing from Below in your hand.
Your eventual goal is to build up a wall of Taunt minions with the resummoning effect from Ancestral Spirit in place. This is a multi-step process and involves a significant amount of setup, and you must go about it in different ways against different matchups. Against Aggro decks, you will want to clear out their early-game minions with an AoE before dropping your first big Taunt minion. While this is the ideal scenario, it cannot always be relied upon. It is important to react to the situation of the matchup and understand your route to victory. If you are able to clear the board in the mid-game then your first Taunt minion will often stick to the board, meaning that you can follow it up with various combinations of Ancestral Spirit and Faceless Manipulator, or simply more Taunt minions and start to wall them out of the game. If this does not prove possible however, you may simply have to begin dropping huge Taunts one after the other into their existing board and hoping to exhaust their resources.
Against Control or Midrange decks, more specific matchup knowledge is required. You must be aware of your opponent's specific removal options and how best to play around them. Against decks with hard removal options like Hex, Polymorph, or Sap you will need to exhaust these options before making a big combo play with Ancestral Spirit. Your individual Taunt minions such as White Eyes and Earth Elemental are usually sizable enough on their own to demand an answer from your opponent. Especially since they are obligated to deal with it or run the risk of you following up with Ancestral Spirit and Faceless Manipulator on the following turn. It is important however to drop these minions in situations where they cannot simply deal with them on the board however, so you can accurately gauge whether they have the hard removal in their hand.
Snowfury Giant and Thing from Below are included in the deck as alternate targets outside of the massive Taunts for you to occupy the board in the mid-game, or to be the basis for your Faceless Manipulator combos if the matchup situation demands it. Both minions can easily be brought down to 0 Mana in this deck due to the amount of passive plays you end up making with this deck in the early-game. Due to this, these minions can be used immediately with Ancestral Spirit and Faceless if your opponent is not allowing you to stick a bigger minion to the board.
Outside of the threats and combo pieces in the deck, the remainder is made up of survival tools. Between the 4 AoE options, the two Healing Waves and the Hallazeal the Ascended you have an incredible amout of survivability, which means against many aggressive decks you can simply outlast all of their threats until they have no resources left to contest you with. Against more powerful late-game decks, these tools simply give you the time you need in order to set up your powerful board states.
4. Wild Wall Shaman Synergies & Combinations
The Ancestral Spirit plus Faceless Manipulator combination is the key component of the deck and allows you to create incredibly oppressive board states by creating multiple copies of huge Taunt minions.
Lava Shock is key for mitigating the heavy overload effects in the deck. The combo with Elemental Destruction is particularly potent and is an important combination on turn 5 against a lot of Aggro decks.
5. Wild Wall Shaman Mulligans & Matchup Specific Strategies.
Primarily your mulligan will involve looking for Doomsayer to provide you with time in the early-game. Alongside this, you can keep Maelstrom Portal in your opening hand if you are expecting an Aggro deck, but these cards should often be Mulliganed away against Control. Far Sight is also a reasonable option to keep in your opening hand.
Against decks with numerous early-game minions with low health, such as Zoo and Tempo Mage, you can keep Lightning Storm or Maelstrom Portal in your opening hand in order to buy time in the early-game. Against aggressive board flooding decks such as these, Doomsayer is a key component. One combination that is often overlooked is Doomsayer and Ancestral Spirit, this serves a double purpose of almost guaranteeing that you can get at least one of the Doomsayers to go off, however, if your opponent cannot even deal with the first Doomsayer, the second one will stick to the board after their turn is over and allow you an entire second turn of freedom to cast Far Sight or make whatever other set up play you need to make.
Against Control decks, the matchup is generally about playing around their hard removal options as outlined in the strategy section. However, you should also be careful with your Hexs, as they will usually be reserved for the huge threats at the end of your opponent's Mana Curve such as Ragnaros the Firelord.
6. Wild Wall Shaman Card Swaps
- 10 Aug. 2017: Deck updated for KotFT expansion. Removed 1x Cairne Bloodhoof, 1x Bog Creeper for 2x Snowfury Giant.
- 09 Aug. 2017: Moved deck to new Archetype format.
- 08 Apr. 2017: Deck moved to Wild for the Journey to Un'Goro expansion. Removed 1x Spirit Claws, 1x Bog Creeper for 1x White Eyes, 1x Ancestral Knowledge.
- 21 Sep. 2016: Deck added.
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