Midrange shaman has been terrorizing the ladder for 3 months now and there hunderds of versions all with their own tech desicions. Here you can see my overview of different midrange shamans so you can truly pick the best one to ladder with!
As you can see the different decks still have a lot of cards in common but there are also some cards that are not in all lists, here I will discus those cards and give my opinion on them:
Acidic Swamp Ooze - This card is very uncommon in midrange shaman. Altough it provides weapon removal and an early body it is still bad, at least in my opinion. The reason that it is bad is because of Harrison Jones. Harrison has the upside of drawing cards and it can be played on turn 5-10 without messing up your curve.
Flamewreathed Faceless - This card is very good, but not in midrange shaman. In my opinion the overload is too much. There are plenty of ways to deal with the 7/7 and that leaves you with 2 overloaded rystals for the following turn so you are not able to play on curve.
Argent Horserider - This card is one that I do agree with. This is a great card in the mirror which you will be facing over 50%, because it has charge and divine shield, it can freely trade with your opponents totems and it can be buffed by flametongue. However if it doesn't get buffed it is a 2/1 and it treades with way less in the mirror than before, luckily there are also other matchups where it preforms well like tempo mage.
Kobold Geomancer - This is a card that helps you win the mirror match by quite a bit, there are many times when you need that spellpower totem to clear that tunnel trog with you claws. The Geomancer is more reliable than rolling a 25% totem. The Geomancer also helps in clearing with lighning storm and killing 4 health minions with lightning bolt.
Earth Shock - This is a card that I would not play at all. Even if there are enough minions to silence it is not worth it to play this card. Of course it works great on minions like thalnos or argent squire, but in the early game you would much rather develop you own board. If you think you really need a silence I would recommend cards like Spellbreaker, because they also help you develop your own board.
Bloodlust - This is a really good finisher, but the problem is is that if you are not already winning than this card won't help. I think this card could work because it just helps you push that last damage to win.
Mana Tide Totem - This is a crad that I personnaly like because sometimes you just need some extra cards to win, but you can also play it in the early game. The problem for your opponent is that they need to remove it or you odds of winning increase every turn. However if you play it on turn 3 it will just be a 0/3 and if your opponents have a way to deal with it you might just have lost the game.
Fire Elemental - just in general a good late game card, it can kill minions on its own but also help you trade into bigger minions. It also makes some heavy tempo swing possible which helps in matches like hunter and mage.
If you found this useful please leave an upvote, If I get 5 votes I will make more analysis with different decks. Also let me now which deck you would like to see next.
In terms of formatting, I think it would have been better to put the same card into the same row, to see if all decks runs that particular card.
For example, Spirit Claws in the first row. If a deck runs it you write the name of the card with the amount or you just put a legend to the left to avoid redundancy and you only wirte the amount in the deck cell, if they don't run it, there'll be an empty space
Well I figured that a matchup diagram was fitting for a data analysis, so here it is:
Do note: these are not my findings but the ones from Vicious Syndicate, I have changed it a little because I felt that some information was not true, this changing was done with help form Tempostorm Meta Snapshot.