+1
Favorite this Deck

Aggro Shaman

  • Last updated Sep 9, 2013 (Beta Patch 3749)
  • Edit
  • |

Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 1680
  • Dust Needed: Loading Collection
  • Created: 9/10/2013 (Beta Patch 3749)
View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    1

BBCode:
Export to

WAT DO?

1. PLAY YOUNG DRAGONHAWK

2. NEXT TURN, THE COIN INTO 2x AXES INTO A TOTEM THINGIE

3. DEAL 18 DAMAGE AND WATCH YOUR OPPONENT SHIT PANTS.

The forum thread.

Deck Concept & Structure

The idea of the deck is to put out as much damage as possible and to out-swarm your opponent.

 

Getting tempo by playing cards like Young Dragonhawk and Murloc Tidehunter on either turn 1 or 2 and then buffing them up with minions like Dire Wolf Alpha and Flametongue Totem is extremely vital.

 

To deal with taunts and threats that specifically try to reduce your board presence, use Earth Shock to deal with taunts, Rockbiter Weapon or Forked Lightning for removal and Frost Shock to give your minions some breathing room. It might not be a bad idea to change Frost Shock into a Lightning Bolt (or a mix of the two), but I haven't play-tested it yet, since too much overcharge might become an overburden.

 

Mana Tide Totem gives you an enormous amount of card draw if it's left alone, I'm thinking of adding another, but I don't know what else to cut out for it. Loot Hoarder also gives you some nice stats for a card that replaces itself.

 

Some random utility is given by  Pint-Sized summoner, giving you a massive lead if left unharmed. A greedy card, but it has served me well so far. Board clear with Lightning Storm is extremely useful, giving you a big edge over board states that are becoming clunky, or after your opponent's creature count goes up to three or four.

 

Some finishers for the late game include BloodlustWindspeaker, Fire Elemental and Sea Giant. These work amazingly well especially together, while Sea Giant even has the potential to come out early, if things have gone right. You really don't need more than one copy of each card, since your game plan doesn't need many of these finishers.