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[AcB] Jotto's Tempo Shaman

  • Last updated Dec 16, 2014 (GvG Launch)
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Wild

  • 16 Minions
  • 12 Spells
  • 2 Weapons
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 3140
  • Dust Needed: Loading Collection
  • Created: 12/14/2014 (GvG Launch)
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  • Battle Tag:

    jotto#2841

  • Region:

    N/A

  • Total Deck Rating

    454

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The interesting thing about this shaman deck is that with the new gvg additions there are both aggressive and controlling playstyles depending on both the match up and your draw.

Early Game

Whirling Zap-o-matic: This mech allows you to deal massive amounts of damage if left unchecked and is very useful for early game trading or punishing greedy control decks.

Annoy-o-Tron: The replacement for Haunted Creeper, this little guy blocks up to 3 attacks, works with Flametongue Totem and is brutal with a Powermace deathrattle.

Powermace: Absolutely brilliant, takes out up to two minions and buffs anyone of your three mechs for massive value against both aggro and control decks.

Harvest Golem: Becoming a mech really helps in this deck as you can use Powermace with either half of the Harvest Golem which can be really hard to deal with.

Zombie Chow: Very good against the new aggro mech decks and with a Flametongue Totem he will take out a 3/4.

Feral Spirit: Solid shaman card that provides taunt against midrange and control decks while also being an aggro stop on turn three.

Flametongue Totem: One of the best cards against control in the deck, this card converts each totem you have into 2 damage each if they die when they attack and has a large amount of synergy with the other minions in the deck when it comes to trading.

Removal

Crackle: The latest and greatest version of shaman removal, this card is very good and the rng is a benefit and not a hindrance as you will often kill 3 hp minions with this spell.

Rockbiter Weapon: The standard 1 mana 3 damage spell in shaman, this can also be used with Doomhammer for 10 damage immediately.

Earth Shock: In my opinion the best silence in the game, this can be used to kill 1hp deathrattles out right and works with spell damage.

Hex: This card is one of the reasons to play shaman, 3 mana to kill anything and effectively silence it is absolutely insane.

Lightning Storm: Your go to aoe spell to make aggro decks suffer, the rng sometimes comes into it but considering most aoe is 2 damage it's not so bad.

Mid- Late game

Doomhammer: The one of windfury weapon is very handy for either minions removal or direct damage.

Fire Elemental: Arguably the best card shaman has to offer, a 6/5 for 6 mana that kills something you turn you play it is ridiculously good.

Loatheb: One of the best minions in the game, hard to remove, protects your board and is a 5/5 for 5 mana.

Antique Healbot: One of the weaknesses of shaman in the past has been their lack of life gain, this cards for fills that role wonderfully, late game a 3/3 that heals for 8 health is fantastic against aggro decks or control decks setting up for a burst combo.

Neptulon: It is hard to count the number of games this guy has won for me, a 7 mana 7/7 that draws 4 cards is absurd. The murlocs are usually very good as you can get the tribal synergies going off of 4 of them. Not to mention that dealing with a 7/7 is usually not that easy.

Good Match ups

Warrior, Mage, Druid, Warlock

Bad Match ups

Hunter, Priest

Thank you all for reading.

Jotto