Shaman | Ready-made decks Hearthstone Guide
Last update: 23 September 2016
Shaman- Basic Deck
Neutral Cards (16) | Shaman Cards (14) |
Voodoo Doctor (1) x2 | Ancestral Healing (0) x2 |
Murloc Tidehunter (2) x2 | Rockbiter Weapon (1) x2 |
Rayorfen Hunter (3) x2 | Flametongue Totem (2) x2 |
Shattered Sun Cleric (3) x2 | Evil Charm (3) x2 |
Dragonling Mechanic (4) x2 | Windspeaker (4) x2 |
Sen'jinu Shieldmasta (4) x2 | Bloodlust (5) x2 |
Frostwolf Overlord (5) x2 | Fire Elemental (6) x2 |
Stormwind Champion (7) x2 |
Shaman's basic deck relies mainly on attacks of buffed units and strong strikes. The best tactic, in the case of this deck, is deploying large numbers of units onto the battlefield and using buff cards to attack the hero directly.
The Beginning Stage: Use such cards as Murloc Tidehunter (2) or Rayorfen Hunter (3), to fill the table with minions. A good way to play is to reinforce them with the Flametongue Totem (2), to achieve high damage in the first turns. .
The Middle Stage: Continue fighting y eliminating the units with your spells and weaker minions.
The Final Stage: If you manage to deploy sufficient numbers of units, you can try playing two cards: Bloodlust (5), to add 6 attack to your units and crush the enemy in one attack. If you are obstructed by an unit with the Taunt, you can try eliminating it with an offensive spell, or use Evil Charm (3) and eliminate the unit with something weaker.
Strong points | Weak Points |
+ Lots of minions + Big offensive potential + Good healing cards | - Useless in long games - Poor defense |
Standard
Shaman Aggressive
Neutral cards(9) | Shaman Cards(21) |
Abusive Sergeant (1) x2 | Rockbiter Weapon (1) x2 |
Worgen Infiltrator (1) x2 | Lightning Bolt (1) x2 |
Sir Finley Mrrgglton (1) x1 | Tunnel Trogg (1) x2 |
Flame Juggler (2) x2 | Ancestral Knowledge (2) x2 |
Argent Horserider (3) x2 | Lava Burst (3) x1 |
Eternal Sentinel (2) x1 | |
Totem Golem (2) x2 | |
Feral Spirit (3) x2 | |
Lava Shock (2) x2 | |
Flamewreathed Faceless (4) x2 | |
Master of Evolution (4) x1 | |
Doomhammer (5) x2 |
A very aggressive deck that will let you put pressure on your opponent. The deck focuses on Tunnel Trogg (1), which can buff cards with Overload.
Beginning Stage: Always seek cards like Tunnel Trogg (1), Totem Golem(2), Sir Finley Mrrgglton (1), and if you have Trogg and you are starting with the coin, then you should search/keep Feral Spirit (3) or Flamewreathed Faceless (4).
Middle Stage: your enemy should be injured severely. Try to keep your own minions alive, especially Tunnel Trogg (1), which can put even more pressure on the other player. Eliminate hostile minions with spells.
Final Stage: you may be running out of damage to finish off your enemy (especially when playing against Warriors). If possible, combine Doomhammera (5) and Rockbiter Weapon (1) (you can deal up to 10 damage per turn!).
Advantages | Disadvantages |
+ Very aggressive and fast deck + Can deal very high damage + Good offensive spells | - You need to get ahead in the beginning stage - weak defense - Unable to get back to the game |
Wild
Murlock Raid
Neutral Cards (19) | Shaman Cards (11) |
Murloc Raider (1) x2 | Earth Shock (1) x2 |
Tidehunter (1) x2 | Ancestral Spirit(2) x2 |
Grimstale Oracle (1) x2 | Flametongue Totem (2) x2 |
Murloc Tidehunter (2) x2 | Mana Tide Totem (3) |
Bluegill Warrior (2) x2 | Evil Charm (3) x2 |
Murloc Warleader (3) x2 | Bloodlust (5) x2 |
Coldlight Seer(3) x2 | |
Coldlight Oracle (3) x2 | |
Old Murk-Eye (4) | |
Faceless Manipulator (5) x2 |
Another efficient deck based on the Murlocks. Just like any deck of this type, it is immensely effective at the initial stages of the game but, this changes with each successive turn. The basic tactic here is to flood the battlefield with murlocks and attack the enemy directly. For eliminating the enemy units, it is best to use spells.
The Beginning Stage: The most important stage for this deck. Start by deploying the cheapest units, like e.g. Tidehunter (1), which will buff the murlocks to come. Continue deploying your units and charging at the enemy.
The Middle Stage: At the stage, the enemy should already be quite beaten up. Try not to sacrifice your units to eliminate the minions. Instead, use your spells and remember to summon totems when you have some mana.
The Final Stage: Is not the most fortunate for this deck. It happens, though, use such spells as Evil Charm (3), to eliminate threat and the Faceless Manipulator (5), to copy the more powerful units, or your own. You should focus, first of all, on attacking the enemy hero.
Strong points | Weak Points |
+ Ensures advantage at the beginning of the game + Quick and aggressive gaming style + Good offensive spells | - Based mainly on fighting throughout the initial turns - Weak defense and lack of strong units |
Totem Shaman
Neutral cards (10) | Shaman cards (20) |
Zombie Chow (1) x2 | Rockbiter Weapon (1) x2 |
Haunted Creeper (2) x2 | Earth Shock (1) x2 |
Defender of Argus (4) x1 | Totem Golem (2) x2 |
Piloted Shredder (4) x2 | Flametounge Totem (2) x2 |
Azure Drake (5) x2 | Hex (3) x2 |
Dr. Boom (7) x1 | Lightning Storm (3) x2 |
Tuskarr Totemic (3) x2 | |
Mana Tide Totem (3) x1 | |
Bloodlust (5) x1 | |
Thunder Bluff Valiant (5) x2 | |
Fire Elemental (6) x2 |
For this deck, you will need cards from The Grand Tournament expansion. The cards are chosen in such a way so that you can easily control the game. Thanks to low mana cost and the ability to summon and buff totems, you will be able to put pressure on the enemy and clear the table.
Beginning phase: Try to draw cards like Zombie Chow (1), Haunted Creeper (2) or Totem Golem (3) to be able to play the minions in the first rounds. A good thing to do would be also to use Flametongue Totem (2). This will give you a lot of damage during the beginning of the game.
Middle phase: Try to make trades in such a way so that you always have minions on the table. Thanks to Tuskarr Totemic (3) you can summon extra totems and using Thunder Bluff Valiant (5), you can buff them with +2 attack.
Ending phase: If you manage to place the proper amount of units on the table, you can use Bloodlust (5). This should be enough to win the game. If there's an enemy minion with Taunt on the table, you can try to eliminate it with an offensive spell or use Hex (3) and get rid of the hexed opponent with something weaker. If the enemy has more minions on the table than you have, you can use Lightning Storm (3), but first try to draw a totem that would enhance the spell.
Strong points | Weak Points |
+ Large number of minions + Huge game control abilities + The ability to buff and summon extra totems | - This deck may not be so effective against heroes that use fast tempo and try to put pressure on the enemy.
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