The shaman has some really nice cards, and is generally a fun class to play. It all starts out with it’s iconic hero power: totems. For 2 mana place a random totem on your board.
Let’s talk about these totems. You can only have 1 of each kind at one time.
- Healing Totem: Heals all your minions for 1 point, at the end of your turn.
- Searing Totem: Creates a 1/1 minion.
- Stoneclaw Totem: Creates an o/2 minion with Taunt
- Wrath of Air Totem: Creates an 0/2 minion that adds +1 to spell damage.
You may only have 1 of each kind of totem on the board at once
Some opponents might leave them unchecked, because they are relatively harmless. However, there are many cards that can capitalize on that.
Shaman Cards: 2 of each unless otherwise noted
0 mana- Ancestral Healing: This spell is one of the best in the game. For 0 mana, you heal up a minion and give it Taunt. That’s kind of crazy. I like crazy.
Totemic Might: For 0 mana, this spell gives your totems +2 health. I would wait for 1 of two things: a) you have two or more totems on the board or b) You have a Flametongue Totem on board. I only included one in this build. You always have to be careful about cards that are situational and don’t offer any offense/damage.
2 mana- Flametongue Totem: A 0/3 totem that buffs the attack of minions/totems on either side. A very nice item to drop if you have a couple minions on board that are ready to attack.
3 mana- Hex: If your opponent is a seasoned veteran, they will wait until you play both of these spells, before they bring out a powerful minion. Like a mage’s Polymorph spell, this transforms your minion, which means it loses all enchantments and powers. It now becomes an 0/1 minion with Taunt. Ribbit. Yep.
4 mana- Windspeaker: A 3/3 minion with a Battlecry: Give a minion Windfury. A potentially devastating buff that allows a minion to attack twice in the same round.
5 mana- Bloodlust: Another one of those really powerful spells in the game. For me, this is probably one of the 10 most powerful spells. It simply gives all your minions +3 attack for this round. This is why it is foolish for your opponent to leave those totems around unchecked. Especially if you have a clear path to their hero.
6 mana- Fire Elemental: One of the sexiest minions in the game. This 6/5 minion has a Battlecry: Deal 3 damage.
Neutral Minions: 2 of each unless otherwise noted
2 mana- Acidic Swamp Ooze: A 3/2 minion with Battlecry: Destroy your enemy’s weapon. Play it early if your opponents is playing a class that does not use weapons.
3 mana- Shattered Sun Cleric: This 3/2 minion has a Battlecry: Give another minion +1/+1. Great for buffing totems or other minions.
Silverback Patriarch: I went with this 1/4 minion with Taunt over the 3/3 Ironfur Grizzly. It has slightly more stamina and can benefit by the various buffs in this deck.
Wolfrider: A 3/1 minion with Charge. Especially great to use if you have a Flametongue Totem for a quick strike or added to the board before you play Bloodlust.
4 mana- Chillwind Yeti: I only have one of these 4/5 minions in this deck, only because I ran out of cards.
Gnomish Inventor: A 2/4 minion with a Battlecry: Draw a card.
Sen’jin Shieldmasta: A 3/5 minion with Taunt. Banking on being able to buff/heal this card.
5 mana- Frostwolf Overlord: This 4/4 minion has a Battlecy: Gain +1/+1 for every friendly minion on the board. With all your totems, this has potential to be a big time hitter. Only one in this deck.
Gurubashi Berserker: A 2/7 minion who gains +3 attack every time it takes damage. A definite candidate for Ancestral Healing and possibly a target for your Windspeaker.
6 mana- Reckless Rocketeer: I only went with one of these 5/2 minions with Charge. He is a great finisher. If you can combo him with Bloodlust or a Windspeaker, you could be looking at some nice burst to finish your opponent off.
Battlecry: An effect that takes place when this minion is played.
Taunt: Your enemy must attack this minion first when making a physical attack. Spells and some hero powers ignore this mechanic.