Midrange Shaman is one of the most dominant decks in the game, learn how-to pilot it with our Midrange Shaman Deck Guide for the Gadgetzan meta!
The Midrange Shaman deck list is currently one of the best in the game. Shaman has recently received a couple of nerfs to Rockbiter Weapon and Tuskarr Totemic, however, this deck is still very strong because Shaman still has a lot of very powerful cards. Midrange Shaman uses spells and the new Spirit Claws to control your opponent while amassing a powerful army of minions and totems. The deck can also power these totems up with Thunder Bluff Valiant.
Update – Midrange Shaman in December 2016, Season 33
It took a little while for people to come back around to Midrange Shaman in the Mean Streets of Gadgetzan meta. It’s now pretty apparent that Shaman is still one of the strongest classes in the game, and while the Aggro version might be stronger in certain matchups, Midrange Shaman remains a force to be reckon with. This more vanilla version of Midrange Shaman didn’t gain a lot, but Jinyu Waterspeaker is a nice addition to the deck that previously didn’t have any healing.
This deck is based off of Killinallday’s version.
Midrange Shaman Mulligan Guide and Strategy
Tunnel Trogg, Spirit Claws, and Totem Golem are the main targets of your mulligan. If you have a 1 or 2-drop you can keep cards like Flametongue Totem, or Feral Spirit, however, with Shaman you are always paying attention to overload so a hand with Totem Golem in it might not work with Feral Spirit. You can also consider keeping Bloodmage Thalnos if you already have Spirit Claws in your hand. Maelstrom Portal or Lightning Storm should be kept against Warlock Zoo or other minion based aggro decks.
Midrange Shaman Matchup Win Percentages
Here’s a look at how Midrange Shaman stacks up against other decks in the meta. Thanks to Metastats for allowing us to provide these statistics!
Winrate stats are currently unavailable for this deck at the moment!
Midrange Shaman Play Strategy
You will want to aggressively take the board early in the game with Tunnel Trogg, Totem Golem, and Spirit Claws. Shaman’s minions are generally above the stat curve, so you can make strong trades while maintaining the board. The key in the early game is not to overextend into obvious AOE situations. If you’re playing a Renolock then be aware of playing around Hellfire in the early game (they keep this against Shaman). This is also where you might consider using your Hero Power and generating a totem (which reduces Thing from Below‘s cost) instead of playing a minion.
More likely than not you will want to use Spirit Claws as removal. It’s best to save your minions from damage especially when you are worried about AOE. If you are playing against a Midrange or Control deck then you will want to more aggressively remove charges from your weapon because of Acidic Swamp Ooze]. This also means you need to be wary of just equipping and passing in the late game.
Once you’ve reached the mid-game you’ll be able to play stronger threats and utilize your board control to trade favorably. You will likely be able to play your Thing from Below for very little mana at this point. A card like Thunder Bluff Valiant can be very strong, but you should very rarely play it on turn-5 if you can help it. The card is far more often a 7-drop which allows you to get at least one Hero Power in before it is removed. This deck has a lot of spell power and AOE removal, so always be counting how much damage you can do to your opponent’s board with Maelstrom Portal and Lightning Storm. If you’re playing against a deck that doesn’t run a lot of minions you can more liberally use these cards against smaller boards.
Mana Tide Totem can be kind of a weird card, you generally want to try and protect it behind taunts like Feral Spirit and Thing from Below, but there’s times where you’ll want to get it on the board just to get a draw and reduce the cost of Thing From Below. It is also looked at as a “must” remove card, so you can potentially protect another minion by dropping this on the board.
You will be looking to finish the game with your board that is hopefully full of minions. This deck generally wins by pecking away at your opponent’s health while removing their threats. The deck does pack more burst now with the edition of Bloodlust and Al'Akir the Windlord.
Midrange Shaman Card Substitutions
Bloodmage Thalnos is super important in this deck and I would likely not play without it. It powers your AOE and gives Spirit Claws a buff when you need it. It’s an extremely versatile card that sees play in multiple decks, you should craft it!
- Tunnel Trogg: This is a pretty strong card and synergizes well with the other cards in the deck, but you can potentially use Argent Squire as a replacement.
- Barnes: A nice card to have, but not integral to the success of the deck. You can swap him out for another Feral Spirit.
- Al'Akir the Windlord: A strong finisher alongside a Flametongue Totem, but you could run Ragnaros the Firelord as another option.
Midrange Shaman Combos and Synergies
Thing from Below synergizes with all of your totems in the deck. Keep an eye on its cost, because there will be times you can squeeze another totem on the board while playing this simultaneously.
Remember that how you place your totems can be extremely important. You will want to place your larger minions on the left and your weaker ones to the right. This allows you to place your Flametongue Totem in a spot that can take advantage of your Hero Power totems that will always spawn on the right. You can then use these totems to make value trades.