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)
- Im_in_danger
- Registered User
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N/A
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Total Deck Rating
19
+ + + PLEASE RATE & COMMENT - GIMME YOUR THOUGHTS + + +
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 Might, Menacing 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.
I am running
-1 hex +1 elementary reaction - I often lose for lack of card draw
-1 Blazecaller +Shudderwock - It is a bit of a russian roulette but repeating the Hagatha battelcry when losing board is invaluable
-1 Flametongue totem +Mojomaster Zihi - obvious tech card vs combo decks and to slow down control decks and Rexar DK hero. Tricky to use because you don't want to hamper yourself. So don't play it vs aggro
I think you have a typo in your guide at the bottom by trying to add the Hex link
Great guilde! Always good to see others giving Shaman some love :) haha. I've been playing a version of this deck for a few expansions now with a lot of success (currently 58% winrate)! I agree with most points in this deck but there are a couple cards I'm hesitant on. Bloodlust is more of a win-more card I feel like. This deck lacks card draw so you need to be as valuable as possible with the few cards you have in hand and most of the time Bloodlust is dead. I've replaced it with a Murmuring Elemental because it is more versatile with all your battlecry effects and can be used late game as a finisher with Kalimos, Primal Lord or Blazecaller. Instead of Lightning Storm I've also replaced it with a Bog Slosher / Zola the Gorgon , because again you have a lot of battlecries in the deck and is a good midgame tempo play. Also, if you can squeeze in Grumble, Worldshaker into this deck hes pretty fun too. If any of your battlecry minions live after 1 turn just bring them to your hand for another battlecry, or just play as a big body worst case scenario. Overall, a very fun deck that I hope a lot of other people will try out as well! I linked a video of the deck I play with the changes I suggested if you're interested :)
thx for ypou reply. So Itried your list last nite, and did alright. This decks main weakpoints are no tools to deal with the popularity of OTK decks, as well as lack of card draw. I would imagine this deck would do better in the "easy' ranks cuz of the poor quality of play. Above ran 5, it will struggle vs good players playing decks with win conditions. Primarily OTK, but Control Priest piloted correctly wrecks this deck cuz it has no draw, and if u miss your curve, your kinda screwed.
Very slow value deck. Super fun to play however. I love the challenge of playing weaker decks which try to "discover" tools and answers throught the game.
thx for sharing!
legend player... took out earth shocks for bog sloshers, took out lightingstorm for another blazecaller, and electra for shudderwock.
Don't you miss the Earth Shocks against big taunts / buffed shit / lifesteals / etc.?
And how did Shudderwock play out for you? I dread the Phoenix / Elemental / Blazecaller self-damage haha
nope, not all, found the hexes more than enough, and shudderwock won me every game vs a control match up, literally just to much value adding minions to hand for hagatha. um, in my extensive play testing, ended up taking out flame tongue for almagam, since in general if i am ahead on board i have already won, again for the same reason, took out bloodlust for grumble, basically made the deck more control, sorry for the late reply dont check this site often. the reason this deck works at all is basically its a control deck immune to preists shenanigans while being able to pressure out out other midrange and control decks. how ever i have pretty bad match ups against all forms of hunter, partially the reason why I added more 3 drops, making sure we get that turn 3 and 4 minions on curve is crucial for survival.
Yeah sex is good and all but have you ever used Earth Shock on a Twilight Drake?
yes, yes i did. :)
I like your deck. I make decks too. Best part of the game IMO. Looking at your list, I notice your 3 drops slot has only Tar Creepers. Dont u find this gets in the way of keeping your foot on the gas, plus activating your Tol'vir? I almost always include Nightmare Amalgam these days. I have also been experimenting lately with Bog Slosher as a great flexible battlcry effect!
Would love to hear your thoughts.....having Tol'vir Activated on time can be life saving I find.
Starting with FireFly/Firetongue/Nimbus/EarthenMight/Glacial Shard gives enough oomph to "sustain" round 3 and in half of the games, we have coin to skip it. Amalgam is fine i guess, but after all, it's just a body which doesnt "force" the enemy to do anything about it enough to make it amazing imo
I would actually also advise to keep bloodlust vs control
interesting thought. usually, by the time im even close to the combo, after dodging most boardclears etc., i would have drawn it.
sometimes, its the one piece missing, but thats quite rare. maybe with coin, where it doesnt "cripple" my starting hand too much. :)