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Elemental Echo Shaman

  • Last updated May 17, 2017 (Un'Goro Launch)
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Wild

  • 18 Minions
  • 11 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Elemental Shaman
  • Crafting Cost: 5460
  • Dust Needed: Loading Collection
  • Created: 3/26/2017 (Aggro Downfall)
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  • Battle Tag:

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  • Region:

    EU

  • Total Deck Rating

    82

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This is my Elemental Shaman deck: With 7 Taunt minions, and up to 38 health from heal effects, you can slow down aggro opponents until your big minions, or Bloodlust, come to close the game, specialy with the help of Elementals synergies. Then Spirit Echo will allow you to duplicate the most annoying minions for your opponent.

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>> Fire Fly: Two Elementals in one card! Can help to contest the board very early and make synergies easier. Flame Elemental are also very good with Flametongue Totem and Bloodlust. Be careful: don't puke all your Flame Elemental too fast: try to use them for be able to play at least on Elemental per turn, specialy if you are waiting for a lucky Elemental top-deck.

>> Devolve: Can be used like Earth Shock or Hex, this card is here for counter cards like Direhorn Hatchling, Living Mana, Spikeridged Steed or help you to weaken the board before your aoe. A nice way to by pass Taunt for finish your opponent, specialy with a Bloodlust.

>> Flametongue Totem: Here for help some difficult trade or use your Totems from Hero Power and your Flame Elemental for surprising and efficients kills. Good for put pressure against Quest decks too.

>> Maelstrom Portal: A very decent aoe against swarm decks, can be more devastating with Spell Damage from yours Wrath of Air Totem and can sometimes be useful for just finish this one health remaining minion there... In early-game, allow you to reduce your opponent's board AND slightly improve yours.

>> Stormforged Axe: A good tool against aggro decks, or for help your blasts to kill bigger targets. Can kill up to three minions for only one card.

>> Hex: Doesn't need any explanations, it's your best tool. Try to keep them for the biggest threats in opponent's deck, like Savannah Highmane or Tirion Fordring...

>> Hot Spring Guardian: Elemental, Taunt, Heal, what else? Nice in early-game against aggro, useful later even against slower decks for protecting your board and save some minions from imminent death.

>> Lightning Storm: Use it wisely and be careful with Overload (2). Can be more dangerous with Spell Damage from yours Wrath of Air Totem. Here for quick react against opponent's fast starting.

>> Mana Tide Totem: You only have few tools for draw, so try to hide him behind your Taunts, and be careful with over-draw because of Flame Elemental and Spirit Echo! You have board control and you want to force you opponent to make a difficult choice? Mana Tide Totem.

>> Spirit Echo: Your value card. With this, you will try to duplicate some minions according to your match-up. You face aggro deck? Try to save a Hot Spring GuardianJinyu Waterspeaker or Tol'vir Stoneshaper. You face a slow deck, who want win a attrition war? Try to save a Servant of KalimosWhite Eyes or your Kalimos, Primal Lord. A nice way to counter aoe or board clear. Be careful to Silences effect, and don't be too greedy! Be careful: double Spirit Echo didn't work on your minions.

>> Tar Creeper: Don't put pressure by himself, but a nice wall against aggro deck, and a annoying one versus slower decks. Another Elemental for synergies, and a nice way to protect your board for a Bloodlust, and a good friend for Flametongue Totem.

>> Jinyu Waterspeaker: One of your healing tool, specialy against aggro opponent. And if you don't need heal, you have a high health minion (don't die to Arcanite Reaper, Dragonfire Potion...), with a decent attack value, so you can kill a lot of early targets, and you can also save one of your minion with his Battlecry.

>> Tidal Surge: Against aggro, you can heal yourself AND reduce threats on board. Against slower decks you can kill a big target, and even bigger with Spell Damage from your Wrath of Air Totem. This card will never be a dead card in your hand.

>> Tol'vir Stoneshaper: If you can play this very early in the game, you will make cry all decks, specialy aggro ones. WIth up to eight low mana cost Elementals in this deck, it should be not very difficult.

>> Servant of Kalimos: A victory condition by himself: a lot of Elementals from Shaman class are powerful. So playing an Earth Elemental, Al'Akir the Windlord or Kalimos, Primal Lord from outside your deck can be devastating, specialy in late-game against a deck who want to win an usure war.

>> Bloodlust: Another victory condition. With help of Flame Elemental and Totemic Call, you can surprise your opponent with unexpected lethal damage. A nice way to avoid late-game against control deck in general or overtake some Quest decks.

>> Volcano: Your main "second chance" tool. Try to calculate how many health there is on board, and don't be afraid to make bad trades for be sure to kill all you want on opponent's board.

>> White Eyes: A threat because of his stats, a good wall with his Taunt against aggro deck, and a annoying Deathrattle in attrition war against slow decks. Two dangers in one card.

>> Fire Elemental: Elemental, threat, and a Battlecry who can kill a small minion or help to kill bigger one. Nice for trigger next turn synergie AND contest the board right now in the same turn.

>> Kalimos, Primal Lord: Your tool box: can be a threat AND a finish, a board clear, a emergency heal or a nice set-up for Bloodlust or for up to six damages per turn against someone who don't have aoe anymore (or if you have your Flametongue Totem in hand and fear a big threat from your opponent).

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Mulligan: Try to keep in starting hand Fire FlyHot Spring Guardian and Tar Creeper. Maelstrom Portal, Stormforged Axe & Lightning Storm against aggro.

If you have The Coin, you can also keep Tidal Surge, or Tol'vir Stoneshaper if you have at least another small Elemental in hand, or Flametongue Totem if you have Fire Fly in hand.

Against Quest Rogues, you should keep Bloodlust too, because it's your only way to kill them fast enough.

You need absolutly to play something in the fisrt three turns. If not, then Volcano are your main hope for retake the board. Against Quest decks, your goal is to put pressure and force your opponents to set aside theirs plans and answers to your move instead. Against agressive decks, your goal is only to survive until they run out of steam.

 

Possible changes>> Earth Shock: This Silence is here for counter Adapt and cards like Raptor Hatchling, Primalfin Champion, Clutchmother Zavas or bypass big Taunt minions like Tol'vir Stoneshaper, Spikeridged Steed or Tar Lord.

>> Fire Plume Harbinger: A small Elemental for your synergies, and a powerful Battlecry! Allow you to play your threat like Fire Elemental or Kalimos, Primal Lord sooner in curve can be game-breaking. Just a Turn 2 Fire Plume Harbinger, Turn 3 The Coin + Servant of Kalimos can be great. Make also yours Flame Elemental free.

>> Volatile Elemental: Here for help to contest the board very early. Another small Elemental for trigger synergies, two for one versus aggro, can kill four health targets and useful even in late-game. Can also punish your opponent if he use aoe. Play him for synergies or with at least two enemy minions on board. Good combo with Volcano.

>> Far Sight: A powerful tool: you draw and speed-up your play, with sometimes game-breaking play (4 mana Blazecaller) or surprising move (like Turn 8 Kalimos, Primal Lord + free Lightning Storm combo). A free Elemental is also very nice to react to your opponent AND still trigger your synergies in same turn.

>> Igneous Elemental: Three Elementals in one card! Can force your opponent to not play aoe, and make synergies easier. Flame Elemental are also very good with Fire Plume Harbinger and Flametongue Totem. Be careful: don't puke all your Flame Elemental too fast: try to use them for be able to play at least on Elemental per turn, specialy if you are waiting for a lucky Elemental top-deck.

>> Baron Geddon: Another Elemental, another threat, another aoe, and a perfect counter to Quest Hunter and Nether Portal. Same tool like Fire Elemental and Blazecaller: you play a threat, you weaken your opponent's board and you trigger Elemental synergie next turn, all in the same turn!

>> Blazecaller: Like Fire Elemental, it's an Elemental, a threat, and a Battlecry who can kill a nice target. Nice for trigger next turn synergie AND contest the board in the same turn.

>> Stone Sentinel: If you can play this card ealier with help of Fire Plume Harbinger and/or Far Sight, can be a pain for aggro opponent or a nice set-up for a Flametongue Totem.