+8
Favorite this Deck

Elemental Shaman

  • Last updated Apr 8, 2017 (Un'Goro Launch)
  • Edit
  • |

Wild

  • 21 Minions
  • 7 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Elemental Shaman
  • Crafting Cost: 3980
  • Dust Needed: Loading Collection
  • Created: 4/4/2017 (Un'Goro Prepatch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    9

View 1 other Decks by snowbear4
BBCode:
Export to

Hey Everyone! 

This is a really cool deck so let me tell you about the gameplan of the deck. This is sort of like a dragon deck, as it has some good early game minions to help you stall the game until you get to your powerful late game cards, like Blazecaller and Kalimos, Primal Lord. This is a more all in elemental deck, so it doesn't include a bunch of jade like Trump's version - I think that doing half Jade and half Elemental would only give you small Jade Golems and difficulty activating your Elemental cards. This deck has a strong curve as well, as the cards require you to play Elementals the turn before, and so I think running too many cards with Overload would just screw up your curve. 

Game Plan / Card Choices:

Fire Fly: We have Fire Fly as our one drop of choice because it is a 1/2, so it can kill 1/1s like Patches the Pirate or Jeweled Macaw. It also gives a 1/2 Elemental, so it gives us an Elemental to trigger our other Elementals for only 1 mana. 

Flametongue Totem: This totem is very powerful, as it can give adjacent minions +2 attack, making Fire Fly into a 3/2 for example and it can hide behind our efficent taunts, while buffing their attack as well.

Hot Spring Guardian: This card combines an efficient taunt with a great card:  Earthen Ring Farseer. Great 3 drop and still good in late game to heal a minion.

Igneous Elemental : Giant Fire Fly. Good card.

Tar Creeper: Very strong defensive card to help you get to late game to cast your Stone Sentinel and Kalimos, Primal Lord

Mana Tide Totem: We need more card draw to keep fueling our draws, and this can stay alive for multiple turns by hiding behind our taunt minions. 

Tol'vir Stoneshaper: Even better than Twilight Guardian. The combination of both Taunt and Divine Shield against aggressive decks and other minion based decks is very good. Fantastic 4-drop, but one problem: WHY ISN'T THIS AN ELEMENTAL? It's made of stone and it would allow us to curve into Servant of Kalimos

Jinyu Waterspeaker: This card is awesome at keeping us alive until late game. It has a reasonable body and can heal either us or one of our other big elementals to full health. The overload cost doesn't really matter because we can't cast our five drop, Servant of Kalimos, after this anyway because it's not an Elemental. 

Servant of Kalimos: This is a tricky card to evaluate because the effect is powerful but curving into it is awkward. It’s almost like an Elemental replacement for Azure Drake if you can activate the ability of discovering an elemental. Imagine discovering another Kalimos, Primal Lord  ! But, there is no four drop Elemental to curve into this. That’s where you either play a three-drop elemental on turn four, or a four drop and coin out the 1/2 Elemental. The setup for this card is difficult, but I think it’s worth it.

Fire Elemental : Good Shaman card and allows you to remove an opposing creature. It’s also changing to become an Elemental, so it can trigger the powerful 7-drop Elementals.

Blazecaller : Looks a lot like Fire Elemental except bigger and does 5 damage instead of 3, very good card.

Stone Sentinel : Elemental Dr. Boom? This card is good guys, trust me. Some people don’t think it’s that good, but it gives you huge board presence for just 7 mana. Feral Spirit without Overload combined with a 4 mana 4/4 is good. Don’t play this card without its ability.

Kalimos, Primal Lord : Incredible.

Spell Choices:

Devolve : This is an awesome card to help against all the new strategies Un’Goro is bringing. It turns the quest rewards, 5 mana 8/8s, into 4 mana minions, gets rid of Stealth minions, destroys N’Zoth and the Priest Quest, if Hand Buff or Creature Buff Paladin ever becomes a thing, this turns the minion into something much worse, good against minions with Overload, good against Adapt : great card.

Lightning Storm and Maelstrom Portal : We need these board clears for the early game. Great cards and we can make them better with our hero power.

Hex : Also good against stuff Devolve is good against, but can’t target Stealth or Faerie minions, instead able to remove big minions instead of just making them smaller.

Jade Claws: This is very good for some early game control, as it can kill multiple 1 or 2 drops, and there seem to be a lot of them in this meta. The 1/1 Jade Golem is also good with Flametongue Totem for efficient trades.

Bloodlust: When you play this, you will usually win the game or get such a big advantage that you eventually win the game. However, it's only a one-of, because there are times when you draw this with 2 or less minions, and it just rots in your hand until you can cast it. It's also pretty expensive at 5 mana.  

Mulligan for early game elementals, as you need those to trigger your “if you played an elemental last turn” cards. Lightning Storm is also good to keep.

What do you think?