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rank 8 to legend: Even Shaman Explained by iceRNGR

  • Last updated May 16, 2018 (Witchwood)
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Wild

  • 25 Minions
  • 3 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Even Shaman
  • Crafting Cost: 9480
  • Dust Needed: Loading Collection
  • Created: 5/16/2018 (Witchwood)
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  • Total Deck Rating

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Why play even Shaman when even Paladin is a thing? How do you beat control decks? Is Even Shaman even viable? All of these questions will be answered.

Even Shaman has a niche in today's meta where it can feast on other aggressive tempo decks. The hardest match up is control for sure, but when you pilot the deck correctly you should still have a good chance. 

Key Card Explanations:

Early Game:

Dire Wolf Alpha: almost always the best T2 play on the right side of a totem. 

Flametongue Totem: synergizes with hero power, primalfin, corpsetaker, and in late game your argent commanders and windlord (play at the same time).

Primalfin Totem: much needed token generator. Play this on the right side of the board, but on the left side of dire wolf or FT totem.

MVPs:

Murkspark Eel: best 2 drop since Totem Golem

Corpsetaker: This card is so much fun. Always play her as soon as possible (always save coin for T3 if you have this up). You never want the windlord in your hand, but we do have argent commander for divine shield and the lizard for lifesteal.  

Elemental Package (optional):

Fire Plume Phoenix: One of the weaker cards in the deck. Gives direct damage and can set up Kalimos

Fire Elemental: One of the best cards with direct damage and solid threat

Al'Akir the Windlord: is the key to corpsetaker, and the late game surprise finisher. Play in conjunction with a buff for best results.

Kalimos, Primal Lord: A personal favorite. He is a game changer but you must plan 2-3 turns ahead. Example, play genn on T6 instead of fire ele so you play an elemental on T7. Use sandbinder to find. almost always chose 6 damage to face unless you need a heal or board clear desparately. 

Other:

Sea Giant: is required

Hagatha the Witch: makes every match up winnable. combos well with piper and sandbinder. if you lose the board hold minions for after the witch comes down. 

Mulligan and Match up guide: 

Always keep: Direwolf, Murkspark, primalfin, FT totem, Corpsetaker

Mulligan pretty much everything else.

Vs Paladin: A buffed 0/2 totem can trade into so many 1/1s and other small minions. Dire wolf and flametongue totem are crucial early game cards and must be placed perfectly. Make favorable trades, use healing totem, and clear the board every turn (never let sunkeeper take over). Use earthen might on a totem if you have to. That can kill 2-3 of their threats. Usually their only healing is the sword. If you push them to low health plan out a lethal strategy over a few turns. You can lose to consecrate or equality but not if you play around them. Sea Giant is great in this match up and can be kept in opening hand if you have other early game cards. 

Vs Druid: Keep sea giants and corpsetakers here (if you have a 2 drop). Spellbreaker is the only way to stop the corpsetaker, and they cannot remove your big threats. Never keep hex but if you get it save for after spiteful. Pray they miss tyrantus. This is a favored matchup (slightly) because our deck is more consistent and faster. Play around MCT(x2). 

Vs Warlock: Hope it is control not cube. This match up is why Hex is in the deck. Only use on their demons if you can. Play one threat at a time. Know how their clears work (defile and hellfire). earthen might is great on a single minion to get out of range of board clears. Do not over extend. You can actually win late game here with hex. Keep track of their healing cards.  

Vs Mage: If it is tempo mage you win. Keep anything that heals you, and play the same way you would against Pali. Remove all of their threats. Hagatha is great late game in this match and will seal any victory. If it is big spell mage play one threat at a time. Make them use dragon fire on primalfin totems. argent commander is great. Never over extend, but plan out a path to lethal before they find DK Jaina. This is a tough matchup. save buff cards for immediate value with a charge minion. 

Vs Rogue: If tempo, see mage (same). If you are facing quest, play as fast as you possibly can. Vanish is the only concern. Primalfin is terrible for that reason. Play direct damage cards and then play them again after vanish. Keep their board clear as best you can.

Vs Warrior: Usually it is quest. You can actually just outlast them. Their hero power is bad against tokens so save something for late game. Many times you can remove all of their minions and they will run out of cards believe it or not. 

Vs Hunter: Save all healing cards in case it is odd face hunter. That game plan is simple. just survive at all costs. If it is spell hunter they have a hard time with our divine shield threats. know when to extend. The only recovery they really have is DK rexxar. Once that is played go all in. 

Vs Priest: Find out right away if you are playing against spiteful or control/combo. Knowing what is in your opponent's deck is crucial. Play fast or slow accordingly. Usually send everything to face damage. If they overdraw with clerics then use healing totem or healing rain (from hagatha) to force mill. 

Vs Shaman: If mirror, save sea giants as difference maker. If shudderwock/control, see  guide vs similar decks. Play divine shields and big threats one at a time. Sometimes when you face an unfavorable control match up, you have to flood rush them and just hope they draw poorly.