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Big Shaman - Rank [10 - 5] * 3

  • Last updated Apr 28, 2019 (Rise of Shadows)
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  • 10 Minions
  • 19 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Shaman
  • Crafting Cost: 11800
  • Dust Needed: Loading Collection
  • Created: 4/21/2019 (Rise of Shadows)
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  • Spinx
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As you can see in the title, I piloted this deck from rank 10 to rank 6 with 4 stars a total of 3 times. Then I started playing some wacky deck and plummeted back down again, only to pick up Shaman again, and soar upwards in the ranks (By now I have reached rank 5 and almost legend with this same deck). Every time i used the deck I had a wooping 75% winrate, and I know it is quite a small sample size, but the deck simply works wonders. No really bad matchups, and you have a decent chance of winning in every single matchup that is common on ladder. 

If you hate token druid, you love control, and you want to beat them all; then this deck is for you!

This deck is not mine at all, it is simply copied from Heartstonetopdecks, but what I CAN contribute with, is quite a bit of wisdom around playing this deck, since it can be quite difficult to pilot at times. 

So: If you want a guide and a mulligan, then please like or comment on this deck :)


Update 1:


This deck is quite a special case, as the mulligan is different for every single deck on ladder, but I will list up the most prominent ones. If I have forgotten any, plz post a comment.

Warrior: Here you want to keep Ancestral Spirit, Big Bad Voodoo, Far Sight, Muckmorpher. You can also keep Hagathas Scheme, Eureka, Haunting Vision (If you have a Far Sight). 

Token Druid: Mulligan everything for Hagathas scheme, Lightning Storm. You can keep earth shock as well, since it is incredibly good against the Acornbearer. You need those clears to survive, nothing else matters, but you typically have enough clears to survive until the lategame where you dominate.

Tempo Rogue: You need clears and you need a board. Keep Scheme, Ligtningsstorm (For lackeys), Earth shock (For Edwin), Muckmorpher, Batterhead/Walking Fountain + Eureka (This combo is a game winner in this matchup)

Murlock Shaman: Keep the clears, and mulligan for them aggressivly. Keep Zilliax, Scheme, Ligtning Storm.

Mech Paladin: Keep Earth Shock (Save it for when they magnetize something), Hex (Same reason), Muckmorpher, Lightning Storm (For the early board). If you have Muckmorpher you can sometimes keep Ancestral spirit.

Khadgar Mage: This one is though. You need Scheme, Hex, Muckmorpher.  You have to take the board from them and keep it. Keep Far sight as well.

Midrange hunter: Lightning Storm, Scheme, Earth shock (Hyena), Far Sight, Muckmorpher. Clear the board a few times and hex their Highmanes, and they schould concede.


I have switched out Zilliax for a Witch's brew with great success, or you can try to switch Zilliax for a Bloodhoof. Batterhead is not a must-have, and you can flex a bit on this spot, and while 2x Big Bad Archmage is really good, you can sub 1 of them for a card of your liking. Plz post your own substitutions and reccomendations :)

I have a couple of exams coming up so I will try to post more on a guide when I can, but I hope this mulligan will do until then :) For those of you struggling with warrior, which I have seen some people do, I'd reccomend saving Eureka and Ancestral Spirit for Ysera after you have used up their clears. They will have no way to deal with 3 single Yseras, and you might win the game with a Nightmare-Al'akir :)