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Standard Elements Tempo Shaman

  • Last updated Apr 15, 2022 (Sunken City)
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Wild

  • 15 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Elemental Shaman
  • Crafting Cost: 11520
  • Dust Needed: Loading Collection
  • Created: 4/15/2022 (Sunken City)
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  • Total Deck Rating

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This is the first deck I made, after some revisions of course, and have been playing consistently throughout these first days of the expansion. I never hit a wall with the deck at all, so curiously I decided to try some of the met decks I'd started facing.

Honestly? They didn't perform as consistently as this one.

I'm not the best deck builder around, but this deck as it stands now is refined enough that I feel confident posting it if anyone else is interested in a list like this. It seems to have a consistently positive winrate against all the meta decks so far - Only lost once out of 10 or so matches against mech mage, never lost to pirate warrior, equal footing with tempo rogue, only quest hunter seems decent against it.

It suffers a bit against heavy controll with lots of removal and boardwipes though, so control warrior is almost unbeatable and warlock and priest do well against it. 

For starting hand, always keep scroll, cheap minions and the Wildpaw Cavern. Keep boardwipes if you suspect the more minion heavy decks, but try using them for tempo once you already have a board so you dont need to trade.

Plans involve early board-flooding with Wildpaw, keeping up the gas with naga draw or multicaster. High value pushes or board-wipe rovery with Glugg and Coral Keeper. Lategame Brann + Coral Keeper is 7 minions from 2 cards and 8 mana so full board immediately after a wipe. Not as good if they have the tempo, but it can push hard.

More lategame value with Bru'Kan. I almost always push face damage. Brann + Azhara is a pretty strong high-roll that can close out games. Against control or in situations I don't have much damage on their hero I pick the Horn to get a powerful colossal minion, with Brann you can pick the horn + the copy spell with lets you cast 2 horns + 2 colossals next turn for 6 mana. If you need face damage to close the game, pick the weapon combined with shuffling 5 spells and drawing two of them.

Radiance of Azhara and Glugg could be considered to be replaced if you have a card you prefer or don't want to spend too much dust, they're not integral to the strategy. Radiance just feels very consistent, at T3 most opponents treat him as a must-answer threat so he can take out removal to make space for some of your other threats. He can also be dropped together with spells, to make good tempo, like 5 mana 3/4 + Lightning storm, or 4 mana 3/4 + 4 damage with dredge with Scalding Geyser. The armor is mostly irrelevant but can make the difference in some games. 

Glugg is a powerhouse, but only in the right situation. He can be defensive, but dropping him on an empty board you can be ready for glugg to die - then you'd just do it to slow the enemies tempo and generate taunts. If you want a big Glugg, drop him before trading your existing minions. Against decks with none or inconsistent hard removal, like mage and rogue, it can be game-ending and lead to 15-power Gluggs that they can't deal with. But in some match-ups he's not very useful, so he could be an open spot to replace if you wish.

That's about it I think. The deck has lots of tempo, lots of card draw and gas, and several end-game plans to finish off opponents if they manage to stabilize out of your tempo. All in all, it has been the msot versatile deck I've tried so far, and while it's less spikey than something like a nutty mech mage combo or a good opener for a tempo rogue, it has more consistently won me games in the long run, even if it does so on 5 health. 5 is better than 0, after all!