Hello guys! Its been almost a week since my last article. I was actually working my way into legend, but I was doing so slowly. I havent played much hearthstone lately because I felt like the game was just too static, no meta shift or anything going on to justify a real active play from myself. But I do have been developing some new builds that I wish to share with you guys, and today we’re talking about one of the most sucesful ones I used on my legendary ladder grind: The Shaman Midrange!
I tried a lot of things while creating this deck. The biggest problem was the card draw. The meta changed, as said before in many articles to a more tempo oriented deck, due to the spam of miracle rogue everywhere (which is not likely to change due to its huge consistency). Therefore the use of Mana Tide Totem
So the problem came up: the card draw. Even tho the deck can run without any card draw outside of Azure Drake
The fact it has only 2 attack is meaningless compared to its 4 health. Against Decks like Zoo and Miracle this card just shines! Because they will have to spend a couple of their cards to get rid of this pesky gnome, while it will still give you one card. They WANT to get rid of any card you put in the board, no matter the size, that is why this card is so good.
At the same time, a lot of matchups have changed, many decks went into the “tempo” strategy, which means this girl will still do good in other matchups as well.
The other additions such as Argent Commander
“The 1 mana Removals”: Earth Shock
Defender of Argus
Al'Akir the Windlord
Observation: Keep in mind Defender of Argus and Flametongue totem are NOT early game minions, and you should always mulligan these dude out(unless you manage to get Argent Squire+Flametongue totem versus midrange/control decks in your starting hand, then keep the totem). Early game minions: Argent Squire, Feral Spirits and Unbound Elemental.
Warlock Zoo and other aggro decks in general: Mulligan for 1-mana removals and early minions.
The fate of this game will be decided if you will, or not, get good value out of a Lightning Storm, Zoo games are usually a coin-flip but this deck has an edge over Zoo when compared to other shaman versions.
Miracle Rogue: Mulligan for Early game minions and Doomhammer in case you have the early game minions already.
Go for minions, board presence. In this matchup, you have to play very agressive. Do not go for removal, try to mulligan only for minions if you dont have any. the more agressive you go for board, the higher are the chances you will win this game. Try to cast your doomhammer as quick as possible, because not only they dont run taunts, they also have no way of removing weapons.
Druids in general:Mulligan for early game minions and Hex.
Go for board, the hex is a good backup plan in case he innervates an strong minion early in the game, generating a 2 or even 3 for 1 situation. Shamans are usually better than druid in this matchup. Remember: Druids have no good way to deal with the board outside of minion attrition, therefore do not be afraid of getting hit by sweepers.
Warrior Control: Mulligan for early game minions and 1-mana removal.
This game lasts so long, mulligan for the early game because you’ll want your mid-late cards in the mid-late game, dont go for hexes but try getting 1-mana removals for their early drops. Feel free to Earth Shock acolyte of pain whenever you feel like he doesnt have enough cards, play around their 1-of Brawl and after they cast it, go for board.
Handlock: Mulligan for early minions, Hex and Earthshock.
You need ways to deal with their big minions early in the game because they will always be there. if you get the right removal earlier in the game, the odds you’re winning are big.
Mage Control: Mulligan for early game minions, and to a lesser extent earth shock and hex.
Another match that takes too long to roll. They have an edge here due to the fact you can not heal yourself, and after they used their Alexstraza, if you cant kill them after, you’re pretty much dead. Those removal are to be used in their Doomsayers(earth shock, hex), if you can keep the pressure up while preventing them from wiping your board, you win.
Priest midrange/control: In the mulligan look for Rockbiter weapon, lightning bolt, and early game minions.
These guys also have a slightly edge here, due to the fact their situational cards are good here, play like you would be playing against Druid because they lack board presence as well as sweepers. Try to always kill/silence their Northshire Cleric
Paladin Midrange/Control: I sugest to mulligan for this as if you were playing against an Aggro deck, unless you are 100% sure its a midrange one, in that case go for minions only.
They have weaker minions than druid, but better removal and board control. This makes it so this game is slightly harder than druid one: its even. Once again: be greedy with lightning storms AND hexes in this specific matchup, go for board control because your cards are better unless they manage to combo theirs for board wipe or tempo advantage, such as Equality
Shaman Mirror: Mulligan for early game minions, lightning storm and to a lesser extent 1 mana removal(if you already have early minions).
This is a pretty back and foward match, because of how much value Lightning Storm has here. You are never in control unless you forced both their storms early in the game. Be greedy with your lightning storms!!!! And only use them with spellpower.
I loved this deck, shaman is by far my favorite class and I think my version is the one that shall give you the best results in the ladder these days. This deck gave me the highest win-rate out of all the decks I used this season. Have fun playing it, hope you love it as much as I did!
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This is it for now guys, see you in the next article o/