First of all, thank you all for supporting and helping to develop my Mill Rogue deck. I'm really glad that you enjoyed it so far. I'm really unhappy that Shaman decks are very rare and I tried to create a solid Shaman deck which you can climbing the ladder comfortably.
We have finally had the last Shaman card of BRM which is Fireguard Destroyer. It is an amazing card which fills the 4 mana gap of Shaman perfectly. Because of being a 4 drop, it also has a very good synergy with Unbound Elemental which seems to be a better 3 drop now for Harvest Golem with Fireguard Destroyer and Lava Shock.
This deck is similar to the old midrange Shaman decks and I think you are familiar about the general playstyle. However, now you should be more carreful about planning your turns because you should also consider Lava Shock on your turns. It allows you some extra moves if used wisely. Of course, it hasn't tested in detailed jet, but I found this deck very solid by now. Let's discuss some cards,
I can predict some questions already and try to answer it right now. I didn't add Earth Elemental because of the two reasons. First of all it can be easily destroyed by BGH you can't rely on a taunt that can be destroyed by one of the most common meta cards. If you want to use it as a tempo swing, you are really looking at the wrong side, because of the 3 mana overload and BGH again. You have lots of overload cards to use with Lava Shock already. 2 Lava Shocks can't be enough in a deck with 7-8 cards with 2-3 overloads. It's also a 2 mana card, mostly you don't gain mana you gain tempo.
I also think people might ask about Doomhammer. I saw that Harrison Jones is being played lesser and you can use Doomhammer before a final hit. It can also burst your opponent and help you to control the board. So I find Doomhammer more useful than Al'Akir. You should still consider Harrison Jones if you are suspecting that your opponent might run it (ex. control Warrior). If this is the case, you should keep it in your hand until lethal if you don't have to use it. It's also 5 mana and you can remove the overload effect. In some uncommon cases, you can also buff unbound elemental with it. If you still don't want to use it, just replace it with Al'Akir it should be fine.
- Aggro/Rush (Face Hunter, Mech Mage etc.) : Keep rockbiter, earthshock, feral spirit, haunted creeper, lightning storm. Against hunters, also keep healbot or argus. If it is face hunter (%70-80 it is) also KEEP LAVA SHOCK because it can kill almost all of the face hunter minions without taking face damage or overload. Don't hesitate to use it, it's a removal too.
- Zoo/Tempo/Midrange(except Druid)/Any Pally: Search for early game board control cards, low mana minions or AoE like rockbiter, feral spirit, haunted creeper, unbound elemental, lightning storm, fireguard destroyer(if you have coin) and most of the cases earthshock.
- Control/Combo Druid: You should build a good board against these opponents but you don't need much removal or AoE this time. Keep fireguard destroyer(if you have coin), unbound, haunted creeper, feral spirit, earth shock, rockbiter (in order to get a favorable trade and gain tempo on turn 3-5, if your draws are really shitty it's up to you to take the risk and drop this one too.). Against Druids you may keep 1 Hex or Crackle if your other draws are good enough (in case of an innervate + something big on early turns).
* Important Notes: These things above are not strict rules you should also think about your gameplan, mana curve, combos etc. For ex. If you have haunted creeper and flametongue totem you should think about to keep both. Another ex. if you have feral spirit and lava shock you may keep them as well.
Thanks FailCraft for this amazing guide video, check it out: