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REWORKED: Elemental Shaman + Guide

  • Last updated Feb 10, 2019 (Level Up Nerf)
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Wild

  • 17 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Elemental Shaman
  • Crafting Cost: 7180
  • Dust Needed: Loading Collection
  • Created: 1/18/2019 (Level Up Nerf)
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  • Total Deck Rating

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I've always wanted to play an elemental deck and finally made my dream come true. After realizing that absolutely no one plays Elemental Shaman at the moment, I worked out this deck according to the current meta.

This is the second full version of the deck, after the rise of Aggro Mage, Priest and Midrange Hunter, I adapted it to the current state of the game.


WHAT DOES THIS DECK DO?

By it's very nature (ha!), Elemental Shaman is a very versatile deck thanks to the constant supply of random and discovered elementals and spells and the wide range of combinations. This means we can adapt our playstyle to whatever the enemy throws at us. Essentially, this is a sustained midrange deck with strong control elements.


MULLIGAN GUIDELINE


Against Hunters / Paladins (assuming Odd): One Lightning Storm or [cardVolcano[/card] is mandatory. Also recommended to keep Kalimos, Primal Lord or Hagatha the Witch, especially with an aforementioned mid-game wipe. Tar Creeper and Tol'vir Stoneshaper get us to the endgame safely.

Against Priest / Druid / Warrior: Fire Fly, Earthen MightMenacing Nimbus to apply early pressure. Also, fish for Hex or Earth Shock. Hagatha the Witch might be a keep, we need her to keep up with control decks.


LMNtal MECHANICS

Kalimos, Primal Lord: Most often, you would use the boardclear against Hunters / Paladins or the fill-your-board to threaten lethal and either draw out an enemy boardclear or follow up with Bloodlust. While we have Healing Rain, the heal saves ass.


Electra Stormsurge: Don't hesitate to use this card when there's an opportunity. Holding on to Electra for ultra-bloodlust likely won't lead to success, but using her with Earthen Might gives your enemy a strong body to deal with and fills up your hand with more choices.

Bloodlust: Why are we running this in a control-ish deck? Because no one expects Bloodlust in a control deck. Sneak in some totems, some Flame Elementals and you might just surprise them. Alternatively, good for trading a big board into another big board.


Hagatha the Witch: Try to sneak this in as fast as you can, the value upgrade compared to totems is insane and let's you sustain forever off self-reproducing elementals. Also, she crushes Hunters 9 out of 10 times. Be aware of over-filling your hand tho.


Earth Shock and Hex: We have three strong and cheap single-target removals to keep pressure on the enemy. Especially fun against Voidlord, Scavenging Hyena and Spikeridged Stegodon. Naturally, you'd want to hold on to one of those on crucial turns against matchups that include those.


If you dont' need to force aggro, it's better to keep one Flame Elemental in case you need a cheap elemental to keep your effect trigger.


MATCHUPS

Spell/Secret/Beast Hunter:

With the dimnishing of spell Hunters, we're going to focus on the classic Midrange Hunter.
Unless lucky, they run out of cards fairly quickly against this deck. Trade recklessly on the first turns, set up a board wipe with Lighting Storm or Volcano around turn 3-5 and let them run out of steam. Be aware of DK Rexxar, once Hunters notice they're up against control, they will drop it asap,

Odd Paladin:

Easy Matchup. We hold on to our various board clears, taunts and heals and outlast them quite easily. Ooze against Vinecleaver, Silence/Hex against Frostlords, we have an answer to everything. No need to play agressive here.

 Control (Priest / Warrior):

This can go either way and depends heavily on skill / draws. Don't build a big board, they will punish you. Try to place single threats like Fire Elemental, Blazecaller and let them have to deal with that while slowly wittering them down. Get Hagatha out as soon as you see fit, if the game goes for a long run, you will need her.

 Druid / Combo Priest / OTK in general:

Hard. Go full-on aggro, play around board effects wisely and you might just kill them before the big boom.

 Aggro Mage:

Clear out their board with Lightning Storm / Volcano / Fireplume early on, give them big threats from turn 6. Hex is for ragnaros. They usually have enough steam to kill us once, too bad we have 36 points of heal here.

 


WHY ISN'T XXXXX IN HERE?

Fire Plume Harbinger was included for a long time, but was ultimately too slow to keep up with the more agressive decks and had too little of an effect against control decks.

Servant of Kalimos: Too slow, bad drop and no direct impact while being unreliable.

Flametongue Totem: Too costly after the nerf, also, I changed this deck towards control where it doesn't fit as well.

Igneous Elemental: Valuable with Hagatha, inferior to other elemental 3-drops.

Shudderwock: Probably a good option for people that own the card, same with Zentimo. Couldn't test.