1x Forked Lightning
1x Lightning Storm
2x Rockbiter Weapon
1x Feral Spirit
1x Lava Burst
2x Stormforged Axe
1x Acidic Swamp Ooze
2x Harvester Golem
2x Loot Hoarder
1x Ironbeak Owl
2x Fire Elemental
2x Firetongue Totem
2x Defenger of Argus
2x Argent Commander
1x Frostwolf Warlord
2x Novice Engineer
So the concept is pretty "simple", its a control deck, rather than a rush deck. You slowly wear down his field, whilst trying to maintain yours. Key in the strategy is early-game, as you'll need to maintain board control, or at least have equal control over the board with your opponent, using cards such as Harvester Golem or Loot Hoarder, cards very efficient for early trading. Another key card for early-game board control is Stormforged Axe, which allows you to dispatch of early annoying cards, such as Faerie Dragon for example. Rockbiter weapon is also a great card for those Amani Berserkers that if left uncontrolled can be devastating in terms of board control, or Northshire Clerics, that will make a priest generate a +17 card advantage in 2-3 turns. 1 Lightning Storm and 1 Forked Lightning as more than that are not required, they are both there for the early part of the game, where you want to slowly start crowding the field with your totems, as well as small monsters.
Mid-game Logic and how to maintain board control:
Having those seemlessly useless 0/2 totems on your field around turn 4-6 can prove game-breaking, as a flametongue totem between two of those will pump them up to 2x 2/2 monsters, which remember, you got for free. Cards that are also useful for surviving the 4-7 mana crystal stage of the game, which I'm refering to as "mid-game", are Hexes, the one Spellbreaker as well as the one Owl in the deck. Also, Argent Commanders are great for killing one of their big guys during mid-game. You should try to not use both Argent Commanders too early, though, or both Hexes, which is why you need the field control, to keep pumping your small monsters with Flametongue Totem and Defender of Argus. Also another great card for this stage of the game is Frostwolf Warlord, who I've found can be very useful, especially if you're in control of the duel and with 2-3 small monsters on the field. Also, don't forget, that another major threat your opponent will keep thinking of as he sees you flooding the field is Bloodlust, which can absolutely single-handedly win a game in a single turn, and therefore the opponent will be using as many resources as possible in order to keep your totems off the field, even important cards, such as his flamestrikes for example which is an easy way of re-gaining board control, which will allow for your late-game cards such as Fire Elemental to take over the field.
If it reaches the late stage of the game, you'll wanna make sure to have at least one Argent Commander left in your deck as he's an absolute life-saver in combination with a Rockbiter weapon dishing out 7 damage the very turn he's dropped, all whilst not getting a single scratch on him, and in style. Late-game control oriented cards are the two Fire Elementals, that can weaken a minion with 7 health to something more kill-able, such as 4.
Thoughts on this post, and some post-post more generic stuff you should keep in mind, if you give this deck a shot:
This is a forum post, so I can't express all of my thoughts in a huge-!@# wall of text on the deck, or the Shaman class, but I did my best to try and explain a bit how, I at least, think of the game. As a last note, I would like to say that this is not the kind of deck that will win off a big boss monster, such as Ysera or anything else, but rather a control oriented deck that plays by slowly and steadily killing enemy monsters, and dishing out small amounts of damage to the opponent each turn, forcing them to drop their "big guns" earlier than they would like, to restrain from being overwhelmed. Weapons are very important for the deck, and mostly because Shaman weapons are very good for constantly clearing small minions, or weakened minions, as stormforged axe can be dropped on round 2 but has an amazing durability of 3. That means, don't be afraid to put damage on yourself. even versus rush decks, as the damage you'll be putting on yourself will be translated as field control, since you'll be saving up your minions by using Thrall to kill off stuff.
Alright, thats all for now, hope this wasn't too long, and that at least someone will find it useful! Have a great evening everybody.
Also, if anybody liked this, feel free to like it perhaps on Reddit! : http://www.reddit.com/r/hearthstone/comments/1pchmo/3star_shaman_control_deck_indepth_class_and_build/