This is a Shaman Control deck that utilizes Ancestral Spirit in order to do some strong combos with your big minions. I like to call this archetype "Revive" Control cause of this card. It uses a lot of removal in the early game as well as taunt in the mid/late game and it's meant to counter minion based aggro and midrange decks but it also has a good match-up against late game decks.
At the early game you need your removal at your hand in order to not fall behind and take a lot of damage,mulligan can help you achieve that (Mulligan: Everything that is ≤ 4 mana stays in your hand, whereas Mana Tide Totem depends on what are you facing). It's important to have a diversity of removal and not 2 Forked Lightnings for example.
This stage of the game is really tricky and requires thoughtful playing because you might do some mistakes since you have to decide if you want to play removal or minions as well as try not to play some of your combo pieces without baiting first (Read below for Baiting) and you also have Overload to mess you up. I won't write about the Late Game since the only thing you do is play your big minions and combo some of them with Ancestral Spirit after you've baited your opponent.
This is the part where I explain to you how to play around the overload mechanic. Overload is one of the strongest mechanics in the game since it lets you play big minions earlier, with a drawback though. This mechanic requires you to have a game plan and be a couple of turns ahead, just like chess. For example, if you want to The Coin + Sen'jin Shieldmasta on turn 3 and you have to kill a Faerie Dragon on turn 2 and you have to decide between a Rockbiter Weapon and a Stormforged Axe you have to choose between game plan and efficiency since Rockbiter Weapon will let you The Coin + Sen'jin Shieldmasta but it won't be as efficient as Stormforged Axe which means that besides a game plan you must be good at decision making.
Baiting & Combos
Baiting is by far the most important thing if you want to be successful with this deck and do your combos. Now, let's see what our possible combos are.
- Earth Elemental + Ancestral Spirit
- Sunwalker + Ancestral Spirit
- Sylvanas Windrunner + Ancestral Spirit
- Cairne Bloodhoof + Ancestral Spirit
- In case of emergency Sen'jin Shieldmasta + Ancestral Spirit or even Stoneclaw Totem + Ancestral Spirit
As much as you might like Sylvanas Windrunner + Ancestral Spirit and Cairne Bloodhoof + Ancestral Spirit you rarely going to do those because you mostly use those 2 cards as a bait for Removal (Assassinate, Siphon Soul), Silences (Spellbreaker, Keeper of the Grove), Transformations (Polymorph, Hex, Tinkmaster Overspark) and Paladin's Aldor Peacekeeper and Humility.
The baiting options of this deck are:
- Sylvanas Windrunner
- Cairne Bloodhoof
- Fire Elemental
- Sunwalker (Even though you want to combo it with Ancestral Spirit)
- Rarely Sen'jin Shieldmasta and Azure Drake
Usually I refer to what archetypes this deck counters as well, but I've stated those above so I'll jump straight to the weaknesses of this deck.
- Burn (By far the hardest counter to this deck,burn can be either instant (Burst) or continuous (Rogue, Hunter),the continuous though is easier to play against.)
- Divine Shield (More of a value loss than a counter and that's because this deck doesn't have pings(1 damage))
- Late Game decks with a lot of winning conditions (Again, more of a value loss than a counter since this deck has big minions as well)
Thanks for reading this deck's guide, I hope that you are going to test it out and master it cause it's a really strong deck and I believe it deserves to be in the limelight.