Aggro Overload Shaman

Last updated 4 years, 10 months ago by
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Ok so the first question you may have, why this over murlocs?

I feel murlocs have a tendency to lose very quickly once the opponent gets a board, while this deck has a lot of burst damage from hand, as well as being able to have really good early game starts. With electra you have very nice turns with feral spirit or voltaic burst in order to make decent boards, and a really good finisher with lava burst or lightning bolt. Doomhammer also sees play again in this deck, rockbiter being good to fight for early board or as a 10 dmg swing face (16 with electra).

The core of the deck as I see it:

  • Zap
  • Lightning Bolt
  • Sludge Slurper
  • Voltaic Burst
  • Likkim
  • Rockbiter Weapon
  • Electra Stormsurge
  • Feral Spirit
  • Lava Burst
  • Spirit of the frog
  • Thunderhead
  • Doomhammer

The other cards in the deck can probably be swapped out for other things that benefit the game plan. I got the idea for spellzerker from a guy on r/competitiveHS. Its a solid 2 drop body with a surprising upside for spells, can suddenly have 14 dmg from lava bursts and electra, halving their health

Biggest tech cards that are swappable are probably:

  • Totemic Smash
  • Earthen Might
  • Hench Clan Thug
  • Unbound Elemental

Mulligan:

Hunter/Warlock/Druid/Shaman: These are pretty much always aggro matchups, you want stuff to deal with wide boards as we dont run lightning storms of hagathas schemes. Look for voltaic burst, zap, lightning bolt, likkim and thunderhead as the main options imo. I dont believe its worth throwing away spirit either unless your hand is like 2 doomhammers and spirit and you really need to try to find that early game. Try and use 1/1s and spells to trade with their minions, while developing thunderheads and feral spirits

Warrior: If you really want to play this matchup (The worst matchup by far) then look for as much early game burst as you can. This is the one matchup as I actually keep doomhammer as you need them to be dead by about turn 6 or 7 honestly. They will try and clear the board as often as possible, warpaths and the like so using spells and doomhammer can be the way to go. Try and get around weapons project with a likkim if you can, but you will often find yourself having to play doomhammer and just hoping they dont have it, which at the time of writing they have stopped running as much due to a lack of rogues.

Rogue/Pally/Mage: These matchups are probably the best ones for this deck imo and shouldnt be too hard to win most of the time due to your massive burst potential. Try and limit their board while still going face. You want to look for spirit of the shark, spellzerker, most of the minions in the deck are good against these classes. Remembering what spirit can draw you is really important, you can draw a crazy amount of damage in one turn from the spirit

Priest: Havent played against many priest and they can be quite difficult. Having an earth shock available is pretty good, but other than that probably follow the mulligan for the Pally matchup.

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