+13
Favorite this Deck

Anti-Aggro EleShaman - 75% Winrate

  • Last updated May 4, 2017 (Un'Goro Launch)
  • Edit
  • |

Wild

  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Elemental Shaman
  • Crafting Cost: 4400
  • Dust Needed: Loading Collection
  • Created: 5/1/2017 (Un'Goro Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    MegaBiscuit#1312

  • Region:

    US

  • Total Deck Rating

    27

View 4 other Decks by MegaBiscuit
BBCode:
Export to

Elemental Shaman has been a tricky subject for me recently. Playing the Tempo Storm version of the deck on ladder wasn't cutting it for me; my winrate was down, I wasn't having fun, and I was getting extremely frustrated being outsped by aggressive decks. Naturally, I tweaked the deck a bit, and this is what I came up with. 

I found that some of the cards in the mainstream Elemental Shaman were too slow, and my main problems were Pirate Warrior and, more so, Quest Rogue (which I literally couldn't beat with the regular version of the deck. The goal is basically to beat Quest Rogue before they can activate the quest and kill you, and create a wall to stop Pirate Warrior from killing you so you can drop Kalimos, Primal Lord to heal for 12 in the late game. This led to a few substitutions: 

  • Took out Fire Plume Harbinger: While this card can potentially produce a lot of value, it makes no immediate effect on the board, and it can easily be picked off by a Patches or a Rusty Hook.
  • Took out Flametongue Totem: Once again, can produce value, but if your board is empty or it gets cleared easily, you have a 0/3 totem that doesn't do anything. 
  • Took out Golakka Crawler: This one may seem surprising, but the problem with this card, in my eyes, is that if you don't get it in your opening hand, or if you're playing anything other than Rogue or Warrior, this card is basically useless. 
  • Added two Lightning Bolts: Good early game removal, a little bit of added damage to try to outspeed Quest Rogue.
  • Added an extra Stone Sentinel: The more taunts and heals you have, the better the chance that you'll survive past the early game against aggressive decks. 
  • Added an extra Lightning Storm: It is just useful to have a little extra board clear in the deck.

Thank you to anybody who tries this deck! I have had a lot of fun playing it, and it has fueled my most successful season ever, ending at rank 7 (mainly because I have real world things to do, or I am sure it could have been higher). Let me know if you have any suggestions or comments regarding this deck, and good luck!


 

Mulligan Guide

 Warrior

Obviously, there are two possibilities here: Taunt Warrior and Pirate Warrior. Luckily, the mulligans for Pirate Warrior are usually good enough for Taunt Warrior also. 

Shoot for early game minions, removal, and taunts (Lightning Bolt, Lightning Storm, Fire Fly, Tar Creeper). Volcano is also a good keep, but I wouldn't mulligan too hard for it. Volcano is very good against a full board of taunt minions, and it is always good to have against any aggressive deck.

 Shaman

You are most likely going to be playing against another Elemental Shaman, which means it could be a relatively slow game. You basically want to out-value your opponent, so you should shoot for early elementals, i.e. Tar Creeper and Fire Fly. Don't try to play out your hand too fast, and always try to keep an elemental in your hand so you can always activate your elemental synergies if you need to.

 Rogue

Quest Rogue: You NEED to outspeed this one to win. Mulligan for early drops and Lightning Bolts (which you will probably use as a burn spell). Use all your resources to try to beat your opponent before they can combo out on you. 

Miracle Rogue: From my experience, this is pretty much the same as Elemental Shaman in terms of your mulligans. If you can get early elementals and set up good taunts, it should be easy to beat. Keep Fire Fly and Tar Creeper, and shoot for a Jade Lightning to get rid of Gadgetzan Auctioneer. Keep an elemental in your hand so you can play Stone Sentinel on turn 7, and you should usually be able to close out the game at that point. 

 Paladin

Once again, it is safe to mulligan for Aggro-Murloc Paladin, as it should usually work out fine against Control Paladin. Shoot for early game removal and early drops, and keep Volcano if you get it. Possibly keep Hex for Tirion Fordring.

 Hunter

Once again, early game removal and early drops. This time, you might want to keep Tol'vir Stoneshaper and Hex for Scavenging Hyena or Savannah Highmane.

 Druid

Aggro: Early game removal, early drops, and taunts.

Jade: You have to out-value Jade Druid in the early game, because you WON'T out-value them in the late game. Shoot for early elemental synergies and keep an elemental in your hand at all times for a late game taunt. 

 Warlock

Zoo: Early game removal, early drops, and taunts. Possibly keep a Hex for Ravenous Pterrordax.

Handlock: Go for early game value, and definitely keep Volcano and Hex in this matchup. Volcano is great if they over-commit to the board, and Hex is better against huge Mountain Giants.

 Mage

Freeze Mage is a tough matchup. You mainly want to keep early value minions and try to kill them before they can combo off. If you draw any heals (Kalimos, Primal Lord and Hot Spring Guardian), keep them until AFTER your opponent plays Alexstrasza.

 Priest

Value Priest: Beat them at the attrition game; don't allow too much face damage, and keep a steady tempo with good value elementals.

Rule of thumb: Against Aggro, keep removal, early drops, and taunts. Against Control, keep elementals and removal, or just mulligan for an Aggro matchup, since most of the good control classes also have a good Aggro deck.