Hey guys, another request, another deck. This time it's Shaman, which I think uses the base template far better than other classes due to the nature of their buffs. They can use the weaker cards that pay for themselves and turn them into strong card advantage, they have strong, single target aoe, hard removal with Hex, and plenty of AoE. If you're looking for a good start to making a Shaman deck look no further! Onto the card list, we'll see many common card choices like other templates, buffs, high value cards, and game winners.
Spells: There is more than enough AoE with two Lightning Storms alongside inherent SD+1 from Air Totem. Lightning Bolt and Rockbiter to hit 3/4 health marks are perfect at one mana. Hex for hard removal and Feral Spirits are an excellent 3 drop at a ridiculous total of 4/6 with taunt. 2 Mana: Novice and Loot Hoarder become a force to be reckoned with with Flametongue, they pay for themselves already so getting any extra trades for another minion is huge. Faerie Dragon is insurance, it'll most likely get to attack and you can continue to push it through for damage. 3 Mana: The basic Shattered Sun Cleric and Harvest Golem, SSC gives just a little extra damage to trade with your totems and Golems are great 4 Mana: Defender of Argus is the same deal as Shattered Sun Cleric, you can also try Dark Iron Dwarf to excellent results. 5 Mana: Azure Drake gives some guaranteed spell damage, which is always nice. You some draw power to keep your hand count high as well. 6 Mana: Argent Commander meets Fire Elemental for some very serious late game. Argent does awesome damage with Flametongue.
Honorable mention / Cards that didn't make the cut Dark Iron Dwarf - Defender of Argus gives a little extra health and taunts up, went either way Argent Squire - Being a 1 mana card with Divine Shield makes a Flametongue follow-up perfect Acidic Swamp Ooze - It was a toss-up between this and Faerie, really depends what you hate more, weapons or spells Earth Elemental - Nothing says go time like a 7/8 on turn 5 Stormforge Axe - While excellent I think other removal takes precedence over a weapon with 2 attack
Hi there, I'm using this deck and came to rank 13 so far. I this is the limit of the deck because I'm getting one star and then loosing it. Moreover opponents started to play legendaries and the resource of the deck is not enough to survive.
My Deck Threads Index
Warlock Low Mana Rush
Warlock Suicide Jaraxxus Control
Warlock Zergrush
Warrior Beatdown
Warrior Molten Giant OTK
Paladin Slowroll
Paladin Kodo & Friends
Druid Slash & Burn
Druid Force of Murloc
Druid Midrange *new!*
Rogue Knives & Magic
Not an OTK Hunter Deck
Template Decks
Warlock Aggro Template Deck
Rogue Template Deck
Paladin Template Deck
Druid Template Deck
Shaman Template Deck
Hey guys, another request, another deck. This time it's Shaman, which I think uses the base template far better than other classes due to the nature of their buffs. They can use the weaker cards that pay for themselves and turn them into strong card advantage, they have strong, single target aoe, hard removal with Hex, and plenty of AoE. If you're looking for a good start to making a Shaman deck look no further! Onto the card list, we'll see many common card choices like other templates, buffs, high value cards, and game winners.
Spells: There is more than enough AoE with two Lightning Storms alongside inherent SD+1 from Air Totem. Lightning Bolt and Rockbiter to hit 3/4 health marks are perfect at one mana. Hex for hard removal and Feral Spirits are an excellent 3 drop at a ridiculous total of 4/6 with taunt.
2 Mana: Novice and Loot Hoarder become a force to be reckoned with with Flametongue, they pay for themselves already so getting any extra trades for another minion is huge. Faerie Dragon is insurance, it'll most likely get to attack and you can continue to push it through for damage.
3 Mana: The basic Shattered Sun Cleric and Harvest Golem, SSC gives just a little extra damage to trade with your totems and Golems are great
4 Mana: Defender of Argus is the same deal as Shattered Sun Cleric, you can also try Dark Iron Dwarf to excellent results.
5 Mana: Azure Drake gives some guaranteed spell damage, which is always nice. You some draw power to keep your hand count high as well.
6 Mana: Argent Commander meets Fire Elemental for some very serious late game. Argent does awesome damage with Flametongue.
Honorable mention / Cards that didn't make the cut
Dark Iron Dwarf - Defender of Argus gives a little extra health and taunts up, went either way
Argent Squire - Being a 1 mana card with Divine Shield makes a Flametongue follow-up perfect
Acidic Swamp Ooze - It was a toss-up between this and Faerie, really depends what you hate more, weapons or spells
Earth Elemental - Nothing says go time like a 7/8 on turn 5
Stormforge Axe - While excellent I think other removal takes precedence over a weapon with 2 attack
Any questions and suggestions, feel free to ask. My tag is Aishi#1473.
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Thanks!
This deck must not work anymore... lost 6 games in a row...
Hi there, I'm using this deck and came to rank 13 so far. I this is the limit of the deck because I'm getting one star and then loosing it. Moreover opponents started to play legendaries and the resource of the deck is not enough to survive.
- 2x Shattered sun cleric + 2x Unbound Elemental
- 1x Novice Engineer + 1x Mana tide totem
- 1x Novie Engineer + 1x Stornforged Axe
- 2x Loot Hoarder + 2x Earth Shock