The Shaman isn't very popular to the Hearthpwn's playerbase, mostly because of overload which slow down the shaman devlopment. But overload cards are so powerful it isn't really a problem. Turn 5 you can play the earth elemental : 7/8 taunt, overload (3), it's a major problem for the opponent (Depending on his class). Most of the time, overload card will be a source of card disadvantage for your opponent. Don't forget that the following turn you aren't obliged to summon or play a high cost card, just use the second best thing with shaman : Totems !
The shaman's power is one of the best. Most of the class's power consist in a +2life point advantage. The totems are weak, but can be very strong if you have several of them. Your opponent will have to focus them with his spells/minions an other source of card disadvantage for your opponent. However Mages won't have any difficulties to handle Totems (but who likes them anyway?)
The main purpose of this deck will be to delay your opponent with powerfull spells and anti aggro minions until the late game where you will use your spoiler to finish your opponent.
The Drawing squad:
This deck have 6 draw-type cards, their obvious goal is to draw as soon as possible your spoilers and the earth elementals. The 4 minions are here to slow your opponent progression and creating CA for you. Against a control deck they are basically totems, just here for wasting your opponent blast.
Our Skeleton friend Bloodmage Thalnos is a bit different, he is not just here to get bashed. He give a small +1 SP which can make a nice difference for your spell, dont use him before turn 4 or 5 you need to use hum with your AoE spells. he won't pass the turn because he's terribly weak and defensless so don't bother protecting him.
The Bombing squad :
They are here for maximum damage for minions, you won't have any other minons on your side so they won't damage you too hard.
The Mad Bomber is a excellent card for control, a 3/2 for 2 manas +3 damage can kill several enemy minions on one tcomplete turn. The Abomination is also a nice card, Aoe damage and a good atack, your opponent won't have any other choice than destroying it. Barron Geddon is here for late game, he is basically the anti-aggro minion, preventing your opponent to play new minions.
The Protecting squad:
Spirit wolves are one of the best shamans card, 2 2/3;taunt for 3manas. They have Overload 2, but don't worry you will play a totem next turn. It is a great source of card disadvantage for your opponent. They are also good for late gaming
Earth Elemental a 7/8taunt for 5, the overload 3 isn't a problem, you will use your next turn for blast. It his hard to kill with spell and creature. Your opponent will lose many cards against it unless he play one of the few sure-kill spell, but earth elemental is only here to preparing the board for your spoilers.
The "In your face" squad :
Ragnaros : 8/8 for 8, with 8 free damage. Efficient and can assure alone the victory if you have cleared the board before. He is also a perfect counter against many other spoiler. Oh and it's Ragnaros so...obviously you have to put play him.
Onyxia : You can replace her with Malygos or Ysera, I prefer Onyxia for the huge source of damage and side attacker she give.
Faceless manipulator : A very efficient clone, to copy your spoiler or the opponent's one. Can be a perfect counter to oppent's Ragnaros or Deathwing. You can use them sooner on your earth elemental.
Ancestral Spirit : For spoiler use only.
Spells :
Hex is the only very important one, use it ONLY in case of emmergency, Shamans have nothing to deal with Huge minions.
Totems :
Use your power on your post-overload turn, or each late turn, your opponent will have to play everything he have to deal with your huge minions, they can be a secondary kill (but a slow one)
Replacement :
This deck use many legendary/epic cards, so if you do'nt have all them you can replace Thalnos/Far Sight with a draw type-card and Geddon with a Abomination/Mad Bomber. And Ragnoros with the cheap and weak Al'akir.
The rest is really necessary.
So you would have probably noticed that english is not my birth language so if there are mistakes so painful to your eyes (like Raiders of the lost ark painful) feel free to correct me.
Stormforged Axe can be used early game to clear weak minions and protect your totems. I know you have a lot of direct damage spells, but this trades for 3 low health minions which is ridiculous, and you can spend the mana crystals on it before you even need to use it. Just a thought!
I think your deck could be very solid, although i feel like you might be really draw dependant, if you start a hand and reroll one of your many 5+ cards, you could be in trouble really quickly early on. Might want to put a sen'jin shieldmasta in there and maybe an argent commander (you could ancestral spirit him also.) moreover, i think you should add a way to give your minions windfury in there.
Just my 2 cents.
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Shaman :
The Shaman isn't very popular to the Hearthpwn's playerbase, mostly because of overload which slow down the shaman devlopment. But overload cards are so powerful it isn't really a problem. Turn 5 you can play the earth elemental : 7/8 taunt, overload (3), it's a major problem for the opponent (Depending on his class). Most of the time, overload card will be a source of card disadvantage for your opponent. Don't forget that the following turn you aren't obliged to summon or play a high cost card, just use the second best thing with shaman : Totems !
The shaman's power is one of the best. Most of the class's power consist in a +2life point advantage. The totems are weak, but can be very strong if you have several of them. Your opponent will have to focus them with his spells/minions an other source of card disadvantage for your opponent. However Mages won't have any difficulties to handle Totems (but who likes them anyway?)
The Deck:
The main purpose of this deck will be to delay your opponent with powerfull spells and anti aggro minions until the late game where you will use your spoiler to finish your opponent.
The Drawing squad:
This deck have 6 draw-type cards, their obvious goal is to draw as soon as possible your spoilers and the earth elementals. The 4 minions are here to slow your opponent progression and creating CA for you. Against a control deck they are basically totems, just here for wasting your opponent blast.
Our Skeleton friend Bloodmage Thalnos is a bit different, he is not just here to get bashed. He give a small +1 SP which can make a nice difference for your spell, dont use him before turn 4 or 5 you need to use hum with your AoE spells. he won't pass the turn because he's terribly weak and defensless so don't bother protecting him.
The Bombing squad :
They are here for maximum damage for minions, you won't have any other minons on your side so they won't damage you too hard.
The Mad Bomber is a excellent card for control, a 3/2 for 2 manas +3 damage can kill several enemy minions on one tcomplete turn. The Abomination is also a nice card, Aoe damage and a good atack, your opponent won't have any other choice than destroying it. Barron Geddon is here for late game, he is basically the anti-aggro minion, preventing your opponent to play new minions.
The Protecting squad:
Spirit wolves are one of the best shamans card, 2 2/3;taunt for 3manas. They have Overload 2, but don't worry you will play a totem next turn. It is a great source of card disadvantage for your opponent. They are also good for late gaming
Earth Elemental a 7/8taunt for 5, the overload 3 isn't a problem, you will use your next turn for blast. It his hard to kill with spell and creature. Your opponent will lose many cards against it unless he play one of the few sure-kill spell, but earth elemental is only here to preparing the board for your spoilers.
The "In your face" squad :
Ragnaros : 8/8 for 8, with 8 free damage. Efficient and can assure alone the victory if you have cleared the board before. He is also a perfect counter against many other spoiler. Oh and it's Ragnaros so...obviously you have to put play him.
Onyxia : You can replace her with Malygos or Ysera, I prefer Onyxia for the huge source of damage and side attacker she give.
Faceless manipulator : A very efficient clone, to copy your spoiler or the opponent's one. Can be a perfect counter to oppent's Ragnaros or Deathwing. You can use them sooner on your earth elemental.
Ancestral Spirit : For spoiler use only.
Spells :
Hex is the only very important one, use it ONLY in case of emmergency, Shamans have nothing to deal with Huge minions.
Totems :
Use your power on your post-overload turn, or each late turn, your opponent will have to play everything he have to deal with your huge minions, they can be a secondary kill (but a slow one)
Replacement :
This deck use many legendary/epic cards, so if you do'nt have all them you can replace Thalnos/Far Sight with a draw type-card and Geddon with a Abomination/Mad Bomber. And Ragnoros with the cheap and weak Al'akir.
The rest is really necessary.
So you would have probably noticed that english is not my birth language so if there are mistakes so painful to your eyes (like Raiders of the lost ark painful) feel free to correct me.
Stormforged Axe can be used early game to clear weak minions and protect your totems. I know you have a lot of direct damage spells, but this trades for 3 low health minions which is ridiculous, and you can spend the mana crystals on it before you even need to use it. Just a thought!
I think your deck could be very solid, although i feel like you might be really draw dependant, if you start a hand and reroll one of your many 5+ cards, you could be in trouble really quickly early on. Might want to put a sen'jin shieldmasta in there and maybe an argent commander (you could ancestral spirit him also.) moreover, i think you should add a way to give your minions windfury in there.
Just my 2 cents.