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Windfury Evolve Shaman (Legend#150)

  • Last updated Oct 29, 2019 (Shaman Nerfs)
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Wild

  • 14 Minions
  • 14 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Evolve Shaman
  • Crafting Cost: 7340
  • Dust Needed: Loading Collection
  • Created: 10/28/2019 (Shaman Nerfs)
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  • Tournament Decks:

    0

  • Ladder Decks:

    13

  • Submitted By:

    Julez_Nobelman

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Hello everyone it's Julez, i've been working on tons of decks lately due to qualifikations in the danish hearthstone championship, i've been working overtime on multiple classes but as most of you could probably predict, shaman was by far the best working, so after i played my F2P shaman, i've been keeping my rank 1000- with quest shaman, at 700 yesterday after meeting quest shaman for 6 matches in a row, i decided to move back to my evolve shaman. after playing with quest shaman i realized Bloodlust was less successful than the Windfury spell.

Now 26 games later i'm rank 150 with an 18-8 score, and the deck is fine tuned.  we have  insane synergy with Windfury + Mogu Fleshshaper + Sea Giant + Rockbiter Weapon + Zentimo + Doomhammer etc. all of the cards feels like refined combo pieces. these pieces can be characterized, as builders  ( Desert Hare, Spirit of the Frog, Voltaic Burst and Thunderhead) closers (Sea Giant, Mogu Fleshshaper, Doomhammer) and finally our enablers (Zentimo, Rockbiter Weapon, Windfury, Evolve, and Mutate) ill cover these and their functions in a later video.

This is by far the funniest deck i have played in the doom in the tomb event, due to its unexpected features, everyone is killing you 1/1s to minimize Bloodlust, when in reality our big minions is the threat because of Windfury

if anyone is familiar with my ranking system i'd rate the deck as ogre magi (intermediate)

Mulligan guide

in order to determine which cards to keep you must be aware of a few rules.

1. we are best going second, keep your coin until Spirit of the Frog

2. builders > Mogu Fleshshaper >enablers > closers

3. never keep 2 x 0-cost, always keep 1x 0-cost

Druid 

objective: Clap early, play extremely aggressive before quest completion

keep: Sludge Slurper Spirit of the Frog Mogu Fleshshaper , Desert Hare and Voltaic Burst

consider: Mutate, Evolve, Zap!  

Hunter

objective: flood the board

keep: Sludge Slurper Spirit of the Frog Mogu Fleshshaper , Desert Hare and Feral Spirit

consider: Evolve , Mutate , Zap!!

Mage

objective: early flood and keep board 6 minions or under

keep: Sludge Slurper Spirit of the Frog Mogu Fleshshaper , Desert Hare

consider: Voltaic Burst, Zap! Mutate and Evolve

Paladin

objective: let them catch the early game, big swing turn

keep: Sludge Slurper Spirit of the Frog Mogu Fleshshaper , Desert Hare Thunderhead and Zap!

consider: Voltaic Burst , Mutate , Evolve

Priest

objective: determine whether its a aggro priest or resurrect, for resurrect go on board early, for aggro make a big swing turn and keep northshire cleric out for ANY cost 

keep: Sludge Slurper Spirit of the Frog Mogu Fleshshaper , Desert Hare and Thunderhead

consider: Zap! Evolve, Rockbiter Weapon and   Mutate

Rogue

objective: stay of the board until after tour three, only stealth in tour 3.

keep: Sludge Slurper Spirit of the Frog Mogu Fleshshaper , Desert Hare and Thunderhead

consider: Zap! Voltaic Burst , Evolve and Mutate

Shaman

objective: play combo before quest shaman, but after other overload evolve shamans..

keep: Sludge Slurper Spirit of the Frog Mogu Fleshshaper , Desert Hare and Thunderhead

consider: Zap! Mutate Evolve and Voltaic Burst

Warrior

objective: go off early

keep: Sludge Slurper Spirit of the Frog Mogu Fleshshaper , Desert Hare and Thunderhead

consider: Vessina , Evolve , Zap! Mutate, Voltaic Burst and Feral Spirit

Warlock

objective: slap and clap very easy match-up

keep: Sludge Slurper Spirit of the Frog Mogu Fleshshaper , Desert Hare and Thunderhead

consider: zap! Evolve Mutate and Voltaic Burst

combos and strategies

in order to successfully pilot this deck your are required to have a basic understanding in our decks combos and how these works against different decks. I have my strategy for most games established by tour 3 and you should aim to do the same. when you pick you start hand have these combos in mind. all these combos have one thing in common, they are preferably dropped with a Spirit of the Frog on the table

1. Desert Hare + Mogu Fleshshaper + Evolve

2. Thunderhead + Voltaic Burst + Mogu Fleshshaper + Sea Giant +Mutate

3. Doomhammer + Rockbiter Weapon

4. Sea Giant + windfurry (+ Rockbiter Weapon)

5. Mogu Fleshshaper + Mutate + Windfury

6. Zentimo + Windfury

the ideal start consist of a Spirit of the Frog on the table tour 3. Desert Hare + Mogu Fleshshaper + Mutate + Evolve tour 4. and then windury [/card]+ [card]rockbiter tour 5. or at Vessina this will usually result in a win.

*note Sea Giant does not get affected by Evolve

if you are having trouble piloting the deck add t0b1#2884, and i can help you pilot it :-) 

Up-vote list

+5 = Mulligan guide

+10= combos and strategies

+15 = Video Guide! 

i will be editing a video for you guys, bye!