Wanted to share my current Shaman deck and thoughts on card choices and maybe a little strategy. I started playing arena, spent 8.00, then constructed this with dust and rewards. Then I went into Constructed, went 15-0, upon winning and loosing a couple times vrs the current cheese rogue decks, who all went second and cheesed. The deck is now 36-8 (85% win) and rank 3 master, loosing 3 times to rogue spell or rush (they drew their combo's very early and won) hand draw decks, 2x a heal paladin divine shielding, blood knight dropping deck, a mega legenedary druid going 1-1 with him, a hunter deck that seemed laughable and still dont know how I lost, and a cool priest deck.
2 Chillwind Yeti
2 Fire Elemental
2 Earth Elemental
2 Lava Burst
2 Feral Spirit
2 Lightning Bolt
1 Ironfur Grizzly
2 Sen'jin Shieldmasta'
2 Lightning Storm
2 Loot Hoarder
2 Ironbeak Owl
2 Dalaran Mage
1 Azure Drake
2 Unbound Elemental
2 Acidic Swamp Ooze
Its really a simple deck with its power in knowing how to use it with the hand you got. Some of you may be looking at a few of the cards and be wondering why Yeti. I had a hard time using him even after convincing myself the reason I put him in there, because well.....he's just a 4/5 Yeti, right?
So why these cards, well I started playing on Cockatrice, and very quickly found out that 2/2 2/3 minions generally just bite the dust real fast. I also realized that generally almost any 4-6 drop just gets removed with a hard counter or cards that do 4!!! damage and then a small minion attack. So I knew I wanted almost everything relevant to be 4 health or higher. I also like decks that are multi faceted and can control or be aggressive.
1. Yeti 4/5 for 4 crystals. Thats right 4/....5! I've found this often means him on turn 3/4 means the opponent usually has to 2v1 to fully get rid of him, so I get card advantage in a round about way. Or he can't remove him with backstab, Swipe, Buffed Frost Bolt, a 2/1 and consecrate/priest aoe, buffed wrath, and more I can't recall. Also if they use a hard counter, it means all my big's are much safer and putting that much more pressure on him. He's beast.....
2. Fire Elemental, 6/5 does 3 damage on summon. He's great, can reach for that extra 3 to win, remove that taunter on placement so your minions can roll through for some damage. He's multi dimensional, learn to use him.
3. Earth Elemental, the sucks to be your enemy card. 5 drop 7/8 Taunter........AAAAAAAHHHH wtf sauce. This guy is just a bully and perhaps OP. In a round about way he's card advantage often requiring your opponent to go 2v1 and sometimes 3v1. You also can generally get 7 damage, and a 1-2 card advantage. Also since the deck is very controly, 85% of the time its a none issue he has overload.
4. Lava burst, 5 damage for 3 mana, plus its often a 6 damage. Sometimes you can save up a few blasts for a nice 15+ damage end game, or use them individually to remove almost everything.
5. Feral Spirit 3 mana for two 2/3 taunters. These are early game bullies especially if you summon them turn 2. Just a good card allowing you to sit back and wait for your mid game strengths.
6. Lightning Bolt 3-4 damage for 1 mana, depending. Great early game removal of annoying growing cards like Mana Wyrm, a Pint sized Summoner, an early Questing Adventure, ext..
7. Ironfur Grizzly 3 for 3/3 taunt. He's mainly in there for early aggression decks, but I'm not sure its fully needed. He has been helpful vrs Rogues.
8. Sen'jin Shieldmasta' He's just cool and useful. 3/5 taunter for 4. His 3/5 make him almost to much of a counter/perfect vrs aggresion, since his 3/5 almost always makes those decks 2v1 him. I sometimes wonder if Aggro decks can't shine because of this card and a good deal of the AOE in general.
9. Lightning Storm Speaking of AOE, this 2/3-4/5 damage AOE for 3 mana just shuts down aggro and well it sucks for them. You get overload, but so what, you got a totem next round for sure, and so much mid game power, you often dont care.
10. Hex, Lovely 3 cast gtfo with what ever that early cheese you just threw at me card. I sometimes feel like I only want 1 per game, but then it re-reminds me why I love it by winning me 5 close games, so I keep two, so they can be friends.
11. Loot Hoarder. Nice early aggression/counter aggression 2/1 that gives you some love (a card). Key vrs rogues early aggression and other random aggro decks I've faced. Plus hes a late game I NEED something else card, so you get two damage sacrifice him and walla, gg you win with the card you drew......sometimes :)
12. Ironbeak Owl, The Anti Cheese/you think your safe behind your taunter card. 2 drop 2/1. Oh you dropped a 7/7 Twilight Dragon turn 3, its now a 1/1 sorry. Oh your at 10 health behind your 8/8 Iron Bark Protector w/taunt, sorry your dead, gg. A must have card.
13. Dalaran Mage 3 drop 2/4!!!!. He's just good given most removal levels at that part of the game, plus he gives you +1 spell damage and can removal all those pesky 2/1, 2/3's. That +1 spell damage has caused many a tear, so use this card and get out your umbrellas.
14. Azure Drake. A 5 drop, get a card, 4/4 and +1 spell damage. This card was developed when I told Blizzard about my deck and they said they would help out by making something that would fit perfectly.
15. Unbound Elemental 3 Cost 2/4!!!! That grows!! With overload (we have 10 things with overload, so its often a 3/5 turn 3-4 and a hard to remove threat early). He's good, I'm finding usefull, I have recently been using him after removing a early game taunters that seemed to always get removed anyways since they were 2/3 or lower.
16. Acidic Swamp Ooze Costs 2, 3/2 destroys opponents weapon. I put this in after loosing to rogues a couple times, and have found it very usefull vrs Paladin and Warrior decks that use weapons.
How to Play:
As you can see, all adjustments were for rogues since they are easily the cheesiest and toughest match up and I'd say its about a 50% win/loss chance. If they change coin mechanics and some stupid combo's it will only get better.
Rogues: So vrs rogues, you generally just want to blast and counter aggression as fast as you can by summing your creatures to block if needed, (if you don't have aoe, or direct damage). And try to come out hard 3-5 crystal range. Maybe saving a ooze for his weapon combo's, or a silence if you need to and dont have something that can remove questing adventures or Auctioneer (if they reveal it).
Vrs everything else: I don't feel like writing to much more atm, there is a little more subtly but its almost the same vrs all other classes depending on "your" draws or you know what they play.
1. If you draw more direct damage removal, you will most likely be forced to play more counter and come out strong early-mid/mid.
2. If you draw more creatures and you don't think they have many weapons, bring down your ooze, loot hoarder (you can always bring him down), and maybe Bird if you have a lot of removal anyway or know the deck doesn't have many things requiring silence.
3. Sometimes you may get a combo like, mage, Unbound Elemental, 1 lighting bolt and 1 Storm with overload, and something else. You will have to gauge by round 3 if you think they are just going to rush you and avoid your minions or may attack you. I'd save the Bolt, take a few damage, and maybe bring out the elemental or perhaps mage if you think by the next turn he may have a 3-4 health creature he will summon. Then if he attacks and hits you, you can clear next turn 2v1, or if he attacks your creature with both his, usually a 2v1, or attacks with 1 and removes another with damage, its 2v1, so either way your good. You can then bring the elemental out, and buff him and remove creature. Its really open and so many possibilities.
4. Always remember to summon a totem during overload turns, since you will have a few down moments, but due to the strength of your cards vrs opponent, its almost never an issue.