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TGT TOTEMIC SHAMWOW

  • Last updated Aug 24, 2015 (TGT Launch)
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Wild

  • 18 Minions
  • 11 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6380
  • Dust Needed: Loading Collection
  • Created: 8/24/2015 (TGT Launch)
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  • Battle Tag:

    LunarPhobia #1530

  • Region:

    US

  • Total Deck Rating

    1464

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Hey, guys! I'm back again with another crazy deck! TOTEMIC SHAMWOW

The usual win conditions of this deck are (but not limited to):

- Al-Akir + Rockbiter and/or flametongue totem

- Doomhammer + Rockbiter

- Bloodlust Combo

Here is my reasoning behind some of the card choices:

No azure drake: We have 2 manatides and 1 ancestral knowledge. That means we're stacked on card draw. The spell power is not really needed either, as we don't have many spells that can be effected by it (we have air totem for that anyway). That gives us 2 mechanics that we don't really need, on a 4/4 body for 5 mana. Overall, it doesn't seem as useful as it once did in the past.

The Mistcaller: If you can play him on turn 6, you'll most likely win the game. This guy has the most powerful effect in the game! This card has given Shaman the huge boost that it needed.

Doomhammer: Good for clearing little, annoying bastards off of the board. It also can be another win condition. I rarely see Harrison Jones anymore, but Swamp Ooze is semi-common. If you feel like people are starting to play either of those 2 cards more often, you can always take it out.

Thunder Bluff Valiant x 1: Pretty good card for a totemic shaman deck. However, the steep 5 mana can be hard to play around; this is why I only have 1 in my deck.  I usually only play this when I can use my hero power immediately, as this card is almost always destroyed the next turn. 

Bloodlust: Since the point of this deck is to spam overpowered totems, bloodlust synergizes perfectly. It's a great finisher, and forces enemies to play more carefully (if they don't, then it's a free win). However, if you're about to die, and Bloodlust is your only removal, just use it. There's a few other win conditions in this deck anyway.

Vitality Totem: Over half of the decks I face are some sort of aggro. This helps counter those brain-dead decks, and it energizes well with the deck (because it's a totem).

Healing Wave: Good healing for a low mana cost, especially if you win the joust. 

Ancestral Knowledge x 1: 2 mana for 2 cards. Great value, as long as you don't play it early game (so the overload doesn't screw your life over).

MULLIGANS

General Mulligan: Zombie Chow, Rockbiter weapon, flametongue totem, totem golem, tuskarr totem, and Draenei Totemcarver.

Here are some more situational mulligans:

Aggro: Same as above, but you really want to aim for lightning storm. It will make your life so much easier. Healing wave/ Vitality Totem is also a possibility if you're fighting face hunter.

Control: Hex and the general mulligan. However, if you feel like you're fighting a Handlock, try and aim for the Earth Shock. Mana tide totem is also pretty good.

If this guide gets super popular, I'll try to go more into detail with different matchups and stuff. Thanks for reading and upvote!