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Legendary Bloodlust Shaman

  • Last updated Nov 27, 2014 (Naxx Launch)
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  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1140
  • Dust Needed: Loading Collection
  • Created: 7/31/2014 (Naxx Launch)
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RooseB Bloodlust Shaman

 New Deck with updated game plan here:







 I want to share with you the deck that took me to legendary. It is a midrange Shaman build that relies on getting value in the early and midgame.

I will keep the card explanations short and to the point. While it is obvious what most cards do, the context in the specific matchups is more important. Over the next couple of days I will add videos to go through the most frequent matchups.


New Video Series for Season 8

Old Videos


Before you play this deck you should know that there are two matchups which are almost impossible to win: Freeze Mage and pretty much every build of priest.

Priest just has too much mass removal. Between Holy Nova , Auchenai Soulpriest + Circle of Healing and random Wild Pyromancer activations it is really hard to keep a board presence. Even worse, in my experience their best card against us is Thoughtsteal. Every card in our deck wrecks our deck. Some priest builds lately started to play at least one Mass Dispel, which also breaks our back. I could go on, but their single cards are able to out value us at every turn. I won once against a priest that had a resolved thoughtsteal, out of mabey 10 games or so.

The only way to a beat a freeze mage is to get an early bloodlust, say turn 5 or 6, and then hope to kill him the turn after, if he has an active secret. I did not win against a freeze mage yet, out of around 6 games I think.

Additionaly all hunter builds are also bad matchups, however it is winnable. Usually involves a strong ground defense with taunted up harvest golemens and the likes. In conclusion, if these decks gain more popularity you should def stop playing shaman all together. On the bright side we are at worst a small underdog against all other decks and heavy favorites in other matchups.



Earth Shock [2] is our removal of choice. In the current meta with alot of zoo and deathrattle it is vastly superior to lighting bolt.

Rockbiter Weapon [2] allows our low cost minions to trade up, removes an early game threat or enables the nerubian eggs to pop.

Argent Squire [1] the only one drop. One of the main aspects of the deck is to be resilient against mass removal like swipe and lighting storm. A 1/1 does not fit this plan, yet a singleton smooths out the curves and is useful when combined with rockbiter or flametongue.

Haunted Creeper [2] is an unconditional turn two play. No matter against what deck, it is never bad to play Haunted Creeper turn two. In the mid and late game it is also very potent. It provides additional resilience against wraths, your opponents can seldom kill the creeper and the tokens on the same turn.

Nerubian Egg [2] has a similar role to Haunted Creeper. There are matchup specific differences though, more on that in the videos.

Flametongue Totem [2] shines in this deck, turns on the eggs, gives our small creatures a boost and lets trade up against the must crucial midgame plays.

Loot Hoarder [1] is the obvious slot to improve on. If you have Bloodmage Thalnos you should upgrade, this would more than double the dust needed for this deck though.

Harvest Golem [2] is the protected minion in the 3 drop slot.

Hex [2] is the most powerful hard removal in the game and one the perks of playing a shaman deck.

Feral Spirit [2] is the only card that puts unprotected non-value minions into play. I find it to be the hardest card to correctly judge when to play. In some matchups it is tricky to decide if you should play it turn three, while in most game a midgame decision to commit to the board (say with an additional Harvest Golem) and reduce your mana for another turn can be a big blunder.

Lightning Storm [2] as our only mass removal. The chances of winning against zoo without an early Lightning Storm are very slim.

Defender of Argus [2] helps the deck stabilize in the early turns against zoo and prevents a combo kill from miracle rogues or roar druids, as well as produces value by trading our previously uninspiring minions.

Gnomish Inventor [2] is one of the deceptively strong cards of the deck. In line with the gameplan the Inventor cycles and leaves behind a body. It is very surprising how often opposing decks do not possess a way to efficiently deal with the 4 health. Many great plays are set up when the opponent does not clear the Inventor the turn after

Azure Drake [2] is the valuest of all the value creatures in hearthstone, cycles and leaves behind a body with a strong ability. If it surives a turn it means that our deck is far ahead in the game.

Fire Elemental [2] tops the curve at six mana. Entering play and killing something in the same turn its a huge tempo swing. A standard sequence of play is forcing a board sweep from our opponent and playing high impact minions immediately afterwards. When it comes to high impact there are little things mightier than a Fire Elemental.

Bloodlust [2] is the namesake of the deck and its main winning condition. At some point in the game, your opponent has hopefully depleted his removal and our shaman has some small minions left on the board. Aside from the lethal alpha strike, Bloodlust offers alot of utility in the midgame, clearing the board or putting our opponent in a hopeless position.



More to come soon, feel free to give the deck a spin. When you have some games under your belt share your experiences here. The deck is still young, let us work together and collaborate on the right configuration. For Doomhammer! If we do not stand together Zoo will win in the end.

God gave you eyes, plagarize.