[S17] TGT Midrange Totem Shaman
- Last updated Aug 29, 2015 (TGT Launch)
- Edit
- |
Wild
- 22 Minions
- 8 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4280
- Dust Needed: Loading Collection
- Created: 8/24/2015 (TGT Launch)
- x1phias
- Registered User
-
- 8
- 7
- 31
-
Battle Tag:
x1phias#1712
-
Region:
US
-
Total Deck Rating
1210
Shaman returns to TGT with many powerful tools to become a tier 1 deck! This is what I've been using right now and am on a winstreak at Rank 4. Similar to normal midrange shaman decks but with TGT they are made stronger!
[Edit] Holy cow everyone thanks for the upvotes and comments! As promised, I'll write the deck guide for you all!
Hello everyone, x1phias here! For all you Shaman players out there super excited for this expansion I am as well! Finally, this class will get some tools to push it to a Tier 1 class.
Card Descriptions
Earth Shock - A very solid and dependable silence effect in Shaman. Useful for getting around taunts or finishing off minions.
Rockbiter Weapon - Very important in this deck as either just a simple minion removal, buffing a totem, or as the Al'Akir combo enabler. It is essential that 2 be run.
Zombie Chow - The best anti-aggro card in the game (second to possibly FWA). It helps the Shaman out significantly with rush decks and establishes a great early board presence.
Flametongue Totem - In a totem-themed deck, it only makes sense that as many totems are included as possible. Not to mention Flametongue Totem is just a great card. It helps to buff totems or just other minions for great burst damage.
Totem Golem - One of the reasons that this deck exists. With Totem Golem Shaman has a great early-game card and can take control of the board early, rather than just reacting. A 3/4 body on Turn 2 is just fantastic, and even the overload doesn't do much to dissuade you from playing it as you can just totem or playing another one turn 3.
Healing Wave - Another fantastic card for Shaman's arsenal. Comparable to Healing Touch of Druid, but with a big bonus. The traditional downfall of Shaman is aggro decks that can just burst you down, and this card is a direct counter to that. With the joust mechanic, often you will win against an aggro deck, getting you the INSANE 14 health for 3 MANA. Against a control deck this is like a healbot as the health won't be as important.
Hex - Shaman's greatest removal tool. Very versatile and can be used in a wide range of situations for very cheap.
Lightning Storm - This is your board clear mechanism. I include two of them as often I find myself searching for one in my deck. With 2, your chances of drawing one is much higher.
Mana Tide Totem - Once again, in a totem deck you want as many totems as possible. However, you also want card draw. This answers both questions. If you can get it to stick, then you can get almost infinite value. Buff it with the Thunder Bluff Valiant or Flametongue Totem and it will be even more powerful.
Tuskarr Totemic [/card] - Possibly my favorite card of this expansion. This card provides an incredible amount of value. You get a 3/2 body for 3 plus 1 of 8 totems. What makes it great is that there are no bad totems to get. There are the 4 basic ones you can get, but you can also get a [card]Mana Tide Totem, Vitality Totem, Totem Golem or a Flametongue Totem. What value!
Defender of Argus - Going along with the totem-buffing theme, get all your totems defending for argus! This is just a very versatile buff card and helps the Shaman get out taunts to halt the aggro meta.
Piloted Shredder - Probably the best 4-drop in the game, it provides good board presence and is sticky. Who knows, you might even get a Totem Golem!
Azure Drake - Another essential minion in the Shaman fold, the Azure Drake is great for card draw and spellpower, two things that Shamans love to have in their decks. It helps fill in the 5 drop spot as well quite nicely and is very versatile.
Thunder Bluff Valiant - Quite possibly the king of this deck. While testing this deck I tried running 1 because it seemed a bit clunky, but I found myself drawing for it quite often. This card has a very good effect which activates AFTER your hero power, so your new totem has +2 attack. This card can stack effects really quickly on totems which makes it essential in this deck.
Fire Elemental - This card is great. Run 2. Play on turn 6.
The Mistcaller - The most interesting Shaman card, no doubt. I won't lie, I screamed like a little girl when I opened it in a pack because I was so excited to experiment with it. While the stats are very underwhelming, the effect is extremely powerful. If you can get this card down early, then you will be in a very good spot. It makes your good cards stronger, but also makes your early game cards like Zombie Chow [/card] and [card]Totem Golem that you draw later more powerful. I'm still testing with this card, but as of right now I think that the effect is extremely powerful.
Dr. Boom - Dr. 7 should be played on Turn 7 if you have him no doubt. I actually debated not including him here to make this deck anti-BGH but I just couldn't think of card to replace him. Possibly Sylvanas Windrunner.
Al'Akir the Windlord - Your finisher. Huge burst potential with the Rockbiter Weapon and also can be used as a board control tool. Just a solid minion in general.
Why didn't I include X card?
Draenei Totemcarver- This card can be compared to Frostwolf Warlord. It's 1 mana less but relies on the number of totems on your field. This card can have big swing potential, but most often it will get only 1 or maybe no totems. It's just not worth it, and in this deck is outclassed by Piloted Shredder.
Ancestral Knowledge- While this is card draw *Shaman players can I have a hallelujah* the steep overload cost makes it hard to fit into this deck. Other cards like Azure Drake and Mana Tide Totem help fill this gap, making it not needed.
Loatheb, Sylvanas Windrunner, or Sludge Belcher - These are all excellent cards and deserve their place in many decks. In fact, I think they could all fit into this deck. Loatheb has a nice effect, but the 5 mana spot is contested right now with Azure Drake and Thunder Bluff Valiant. Sylvanas could be a definite replacement for Dr. Boom if the BGH meta continues but we'll have to see. Sludge Belcher faces the same problem as Loatheb but also we already have the 2 Defender of Argus in this deck, so at the moment I don't think Belchers would be very good.
Haunted Creeper - I know, creeper is a super good card. I'm highly considering adding it back into the list. Right now though I feel that there is enough early game support for Shaman to still be highly effective.
How 2 Play
Early Game & Mulligans:
You always want to have Zombie Chow and Totem Golem in your opening hand if possible. These are your 2 big tempo cards that you can take board advantage with. Against aggressive decks, definitely mulligan hard for the two above cards. If you have Lightning Storm, Tuskarr Totemic, or Rockbiter Weapon with a good hand, keep them. Against a control deck, you still want Zombie Chow and Totem Golem. However, you can keep a slightly higher curve like Tuskarr Totemic or Piloted Shredder if you feel safe for the first couple of turns.
In the early game, you want to get your cheap minions down ASAP and start controlling the board. You have high value minions so you will be able to beat most anything. Once the board is controlled, you can start pumping totems or playing cards like Tuskarr Totemic for your eventual totemic might madness buff turns. Lightning storm should be used early against aggro decks, before they play higher cost minions.
Mid Game:
Here you stop and assess your position. Against the aggro decks you will be the defender, against control decks you will be the aggressor. If you have board control keep building it with Azure Drake, Piloted Shredder, Defender of Argus, or other cards like that. It is now that if you have The Mistcaller you should pop him out and start getting value. Alternatively, you can play Thunder Bluff Valiant on Turn 5 and use the inspire effect Turn 6 and start cranking out totem value. Remember, this deck is all about the totems so you want to use them to their full effect.
Late Game:
Against aggro decks the game should be over by now with you mercilessly steamrolling the opponent with an army of very angry totems. However, if it is not this is the time you should be using Healing Wave to preserve health and start buffing your totems with any of the many buff cards we have. Against control decks you just want to eliminate their threats while slowly chipping away their health and finish them with either an Al'Akir the Windlord burst or like I said above, mercilessly steamroll the opponent with an army of buffed totems. TGT allows the Shaman to carry on into fatigue now with more success as the totems will now be buffed more, so don't be afraid to take it there if need be.
Replacements
The Mistcaller [/card]-----> [card]Loatheb, Sylvanas Windrunner, Sludge Belcher will all provide a decent body to fill the board, but none with the same effect as The Mistcaller.
Dr. Boom -------> Any late game threat, Ragnaros the Firelord, Sylvanas Windrunner, etc.
Al'Akir the Windlord ----------> The burst potential from him is huge, so Bloodlust would help to replicate that level of burst damage.
Possible changes:
I think that The Black Knight will find his way back into the meta, so possibly adding him?
Do you think that 2 Thunder Bluff Valiants are too clunky and should be replaced with something like a Loatheb?
1 Minute Guide
Credit to talesoflumin, you can find more great content on his Youtube channel
Once again, thank you all for the support and criticism, it only helps the Shaman to become stronger! I'm completely open to suggestions, to tell me what you think!
Don't be shy, tell me what you think! All edits I will make will be listed here:
[Edit 1]- Replaced The Mistcaller with Bloodlust. I really wanted The Mistcaller to work but don't think he fits in with this specific type of deck. If the comments you guys seem split really 50/50 about his potential, so keep testing. This is the very early aftermath of the expansion, so we still don't know what works. I added in Bloodlustbecause it's more along with the theme of the deck and helps burst down the opponent quicker and more unexpectedly. It helps to make the deck more midrangy and gives it more identity in it's purpose.
[Edit 2]- Replaced Healing Wave, 1 Defender of Argus for 2 Haunted Creeper. As a midrange Shaman, your strength lies in your tokens and Creeper is a great card for that. It adds to early game board presence and is sticky. As I've been testing the deck I've noticed that board presence is essential, and Creeper can help maintain presence as well as be a great enabler for Bloodlust. Healing Wave, while it saved me a couple times, just didn't fit in with the deck anymore as it's become less of a control deck. 2 Defenders felt a little clunky in my hand at times, so 1 seems to be the right fit for now. Also replaced 1 Earth Shock for another Piloted Shredder. The 4 drop spot in this deck is very minimal, so propping it up with another Shredder helps a lot.
With the Standard update coming soon, what cards do you suggest for replacing the GvG and Naxx cards? Personally, I put in 2 Faerie Dragons, 2 Tunnel Troggs, 2 Fireguard Destroyers, another Earthshock, and a Stormwind Champ.
Mulligan is too important, if you don't get the right drops your gonna lose easily.
I replaced Zombie chow with gadgetzan jouster
It's better in late game and about 50/50 for buff
Thank you. I was looking for a replacement i guess this comes the closest, i dont have the last naxx wing and getting it seems pointless with standard comming up (although i think ill play wild, im a bit conflicted)
Any chance for an updated decklist?
Edit: Just played this deck for the last 2-3 hours at rank 17 and went 6-5. I'd like to see this deck work but I seem to be having trouble against any type of control deck. Handlock has been an auto-loss for me (0-3) but managed to go 1-1 against control warrior.
If you can get early board presence with Zombie Chow, Haunted Creeper, and Totem Golem you're in a pretty good spot. Generally if you can control the board you'll eventually overwhelm your opponent. Also requires a good general understanding of the popular decks on ladder so that you know the right time to extend and load up the board safely.
The problem with Shaman is the same as always ...OVerload.it is such a detriment,it is basically giving you a slight decent play but to kill your next turn.
Absolutley nothing Shaman plays with overload is OP everything can be handled.Example 3/4 is equalled by Shielded Minibot.Your turn 3 is basically dead aside from a possible rockbiter so even if he has to Frostbolt,he can just ping it next turn,you know that turn you can't do anything either.
I actually think Brode and company are sleeping over at Blizzard,they started down this overload path but still have only ONE creature that utilizes the OL and that is the Elemental and NOBODY is playing him lol.As long as Shaman is utilizing overload it will be one the weakest classes in the game.On the flipside they made sure Patron had tons of synergy with tons of Warrior cards ,actually most Warrior cards have synergy with each other,while Shaman overload is the anti synergy,it is a detriment.They should add a 1 drop equivalent of a mana wyrm that synergizes with Overload.
Yes i watched that Asian guy win with Shaman,i watch most tourny games,they are like 90% rng ,top decking so yeah tossing in some quality cards anyone can get lucky and win.But when it comes down to both players having good plays Shaman will lose.
I only play the 3/4 (forgot the name lol) if i have a 2 cost minion in my hand, in that way i can stay safe until i'll be able to plan my next round in advance. You should also almost never coin out the 3/4 because then you have guarenteed fucked up your next turn where if you play it on curve theres a chance you will get a 2 cost or you can totem. Alot of skill is involved in shaman, managing mana correctly, having a good curve where you dont want too many minons after an overload minion (don't do this with spells).
For example, having the 2 cost 3/4 and many 3 cost minions is bad curve and bad mana management. You can fix this by adding more 2 cost minons, or adding more spells to survive untill you can throw out a stronger minion.
Can someone please tell me that I'm not the only one who thinks that this deck is actually pretty damn bad, even in the current meta and EVEN including some actually good TGT cards?
I played like 20+ matches with a winchance below room temperature (C°). I am struggling every game to get past turn 5 without the enemy having a fuckton of buffed minions on the board all the while I was struggling to get 2 totems and a minion on the board and have them survive the next turn. Which I found was impossible if your opponent didn't have the worst draw in Hearthstone history.
Thunder Bluff Valiant might be a strong card but it is extremely slow. And even worse in this deck where your only chance of survival is hoping that your Chow/Creeper/Golem will surive the opponents turn to get some value out of them.
Honestly this deck worked well when it first hit at the start of TGT, but now that match-up is more well known and the meta swapped, this deck's performance has dropped significantly. It's too slow and relies on having a developed board to be able to finish out games, via Thunder Bluff Valiant, along with the other legendary win-cons. It also relies heavily on the new TGT cards which have proven to be very lackluster.
I think the way Bloodlust decks have went attempt to correct some of the major issues this one had, and is probably the closest thing you're going to be able to get to a decent shaman deck at the moment (which is actually sad in its own right, considering that deck isn't even that good). And hell, even BL still has some of the core issues this deck does, it just has a few more tools to deal with them.
I can't get Thunder Bluff Valiant to work to save my life. Like you said, most Shaman games are pretty much determined by turn 5. Either you have board control and you overwhelm your opponent, or you don't have board control and fall behind. Valiant does nothing to change that. If you're ahead he puts you even more ahead, but if you're behind he does absolutely nothing. I really want the totem synergy to be real, but it's next to impossible to get enough totems on the board and keep them there long enough to make Valiant do anything before you're already falling off.
Sorry, this is about the worst deck i ever gave a try. My opponents just never seem to just sit and wait around till you get to play those TBVs and use their inspire.
What a difference it made when i swapped out those TBVs, Alakir and mana tide totem for nerubian eggs, another bloodlust and a crackle. Now it works :)
Those TBVs are just slower versions of bloodlust that only work on totems instead of all minions and give only 2 instead of 3 attack. Oh and you actually need to use hero power to activate it too, requiring 7 mana.
These changes seem pretty decent actually, giving them a try! Hoping they work well!
I recommend replacing Al'Akir the Windlord with Doomhammer
I wanted to disagree with you but then it happened just like that ha ha.
thats not the decks fault though thas rng dumbass
I think Mistcaller >>> Bloodlust, cuz it's avegare more useful... (buffing minions like flametongue totems or the tide mana making them more "hard" to kill (1-4), or even so the thunder bluff valiant, making him a 4-7... it's a pain on the ass for the oponent), also bloodlust is a 1 turn card u must combine with at least 2 or more minions for trade/finish, Mistcaller can buff 10+ more minions and is a 4/4 on board, take your conclusions.
i'm using right now:
-2 azure drakes, -1 bloodlust.
+1 mistcaller, +1 big game hunter, +1 ancestral knowledge.
This version of my deck is more mid-range, less agressive, but more stable v/s control decks.
Still got REKT vs super aggro decks like face huntard
This is actually working really well for me. Since I don't have the Windlord or the other Lightning Storm, I replaced those with an Explosive Sheep and a 2nd Bloodlust.
I'm currently 7-1 with it only losing to a friend. But in ranked I'm 7-0 with it. Like mentioned it's really important that you get Zombie Chow and Flametongue really early game. However, if you don't get them first but have 1 then try to play around with it. I've learned and now I'm rank 17 may try higher later.
can you swap out al'akir for neptulon?
Don't you dare crafting Al'Akir the Windlord for this deck.
Out of my 3 legendaries which I opened 2 of them was Al'Akir the Windlord and I disenchanted both. :D