What’s up guys. This is a hybrid
mid-range/elemental shaman deck I made a few days ago. Shaman is too
good to become irrelevant so I wanted to create a competitive deck when
trying to reach legend. It seems to be doing quite well but of course a
big sample size is needed. The concept behind it is to board
control/stall in the early game before the big-boned 4-6 drops create
resource superiority as there inst much targeted removal for large
minions. Once into the mid/late game, the elementals create huge value
on top of the huge value, under-costed minions that in combination,
exhausts most decks removal capacity.
2x Firefly- this is an auto include as not only is it a great enabler of elementals but creates good early game board control.
2x Mistress of Mixtures – These are excellent at slowing down aggro
decks as they take our 2 drops as well as gain 4 health. Because this
deck has so many huge threats, the 4 life gain is irrelevant to give the
opponent.
1x Bloodmage Thalnos – These gives higher value to mass removal while cycling a new card.
1x Devolve – This deflates early, synergistic threats, removes taunt
minions in mid game and can combo into a board swipe with mass removal.
1x Eternal Sentinel – Can be used as a vanilla 3/2 in the early game
but in mid/late game because this deck has so much overload, it creates
huge tempo swings.
1x Maelstrom Portal – Good for early wide removal plus gives a
minion. Can be combined in late game with other board sweeps to take out
wide higher health minions.
1x Volatile Elemental – Great early game removal and sub optimal deterrent. Also a elemental enabler.
2x Feral Spirit – Stops aggro in its tracks early game, plus great minion protection in mid/late game.
2x Lightning Storm – Just awesome, no explanation needed.
2x Tar Creeper – Same as Feral spirit except is also an elemental enabler.
1x Fire Plume Phoenix – Great tempo card. Can take out small or low
health threat and help to destroy taunts, while creating a 3/3 body.
Elemental enabler and can even lethal every now and then.
2x Flamewreathed Faceless – One of the big guns of the deck, pretty
much game ending if coined out on turn 3 and no answer. Takes out almost
any minion and survives. Creates card advantage as most decks cant deal
with this with one card and creates value through multiple attacks.
This will be one of the minions that will finish the game.
2x Tol’vir Stoneshaper – Pretty much a better Tar Creeper for 1 extra
man when enabled. 4 mana 3/5 with taunt and divine shield, yes please!
When not enabled still a 3/5 survivable body.
2x Bittertide Hydra – Similar function as Flamewreathed except has
the bigger draw. This deck is so proactive that the health draw back is
mostly irrelevant. Plus with the health gain from Mistress of Mixtures
and Kalimos, Primal Lord, it is easily recovered, but, you need a small
opponent board to be able to play it.
1x Earth Elemental – The 5th massive, under-costed minion. Less
efficient than Flamewreathed and Bittertide but has taunt, which
actually can make it more vulnerable as you cant hide it. The defensive
production is pretty good though and makes the deck hard to attack
through in the mid game. Having 2 of the five on board at the same time
is devastating
2x Servant of Kalimos – When enabled, this provides great card
advantage, provides another elemental (hopefully Kalimos, but there are
many great options) and provides a 4/5 body for 5. This helps the
onslaught continue and will hopefully also kill something while
surviving, deal some damage or take out removal, creating further card
advantage.
2x Fire Elemental – A better Fire Plume Pheonix. Great tempo card
which usually kills something and leaves a 6/5 body. All these
elementals provide almost standard vanilla stats while adding huge extra
value which other decks cant keep up with.
2x Bonemare – Playing this on any of our midrange, undercosted
minions results in MASSIVE minions with huge attack, health and taunt
that are impossible for a lot of decks to deal with. Additionally,
leaving a 5/5 body for 7 and the +4/+4 is just way too good in this
deck. You can even play it on your totems to gain so cool effects. This
beats Blazecaller as it provides a minions with a lasting 4/4 boost,
usually making them game winning. Blazecaller does have a bigger body
and provides a bigger initial damage output that is more flexible, but
is not as good at creating answers, long term damage and needs to be
activated.
1x Kalimos, Primal Lord – 7/7, 8 cost minion that can fill the board
with 1/1’s (A cheaper Onyxia), can deal 6 direct damage to the enemy
hero (20% of their starting health/ worse fireball), can restore 12
health to your hero ( worse greater healing potion) or can do 3 damage
to all enemy minions ( a better lightning storm, hellfire) AND the
capability of choosing makes this card a B.O.M.B. Most abilities would
cost 3-4 on their own, providing another extremely flexible,
under-costed minion.
Sorry if this ended up being an essay. This was my first time
submitting a deck so might of gotten a bit carriers away. I haven’t had
to make any changes yet but am looking forward to anyone’s feedback or
suggestions for improvement. Thanks for reading this!
Jyder


















