Card Choices
The entire deck revolves around Murkspark Eel and the cheap Hero Power from Genn Greymane. All the card choices are based on ways to build synergies around tokens and an early swing turn.
So, how are these synergies built?
First, the Totems are fairly useless as such, they need to be buffed. The buff package handles this:
- Flametongue Totem – Vulnerable minion, but gives a strong buff to adjacent minions
- Dire Wolf Alpha – Weaker buff to adjacent minions, but able to fight back
- Earthen Might – It’s a single target buff and theoretically works better when played on Elementals, but turning your 0/2 Totem into a 2/4 minion on Turn 2 can win some games.
Flametongue Totem and Dire Wolf Alpha can help small tokens trade away big minions by running a chain of them into a big minion, getting the buff for each minion in turn.
With such a buff package available, it can be further enhanced with Charge and Rush minions, making even more use of the buffs to adjacent minions – for example, first attack with a minion already on the board, and then play a Charge minion next to the buff-giver to get more use of it. For this reason, the deck includes:
- Vicious Scalehide – Early trades unbuffed, bigger ones later when buffed, includes healing
- Argent Commander – Value trade thanks to Divine Shield, benefits from being played next to Flametongue Totem or Dire Wolf Alpha
- Al'Akir the Windlord – Trades and potential lethal – Al'Akir the Windlord next to a Flametongue Totem or combined with Earthen Might can deal 10 damage, and both can be played on the same turn for 10 mana.
As this package comes with Lifesteal, Divine Shield, and Windfury, it is an easy step to add Corpsetaker to the deck – yet another synergy with many of the cards in the deck, including the buff cards.
The deck also runs a small Elemental package – Fire Plume Phoenix, Fire Elemental, Grumble, Worldshaker, Al'Akir the Windlord and Kalimos, Primal Lord. The package is there mostly to activate Kalimos, as well as take advantage of the secondary effect of Earthen Might.
After all the synergy cards, there are still a few spots left in the deck for tech cards and filling in any weaknesses in the mana curve, for example with:
- Plated Beetle – A solid 2-drop, gives the deck some life gain.
- Hex – Tech card. Better than Silence.
- The Lich King – A power play at the top of the curve. Anti-Magic Shell is sweet with tokens, if you happen to find that.
Even Shaman Mulligan Strategy & Guide
You need to take board control early on, and your mulligan decisions need to reflect that. Against aggressive decks, you look for everything that gives you a board, whereas against slow decks you balance between early minions and major threats.
VS Fast Decks
Higher Priority (Keep every time)
- You’re looking for your two-drops, here in order of preference:
- Murkspark Eel – The ultimate early board-control tool.
- Flametongue Totem, Dire Wolf Alpha – Activate your Totems into useful minions.
- Earthen Might – Turn that T1 Totem into something useful and start controling the board early.
- Primalfin Totem – Solid 2-drop, it can get lots of value if you can protect it.
- Vicious Scalehide – Board control and healing.
Lower Priority (Keep only if certain conditions are met)
- Saronite Chain Gang or Corpsetaker – Can be kept if you have two 2-drops already (to have T2 and T3 covered).
VS Slow Decks
Higher Priority (Keep every time)
- Flametongue Totem, Dire Wolf Alpha – Activate your Totems into useful minions.
- Murkspark Eel – The ultimate early board-control tool.
- Primalfin Totem – Solid card to drop on the curve, since slower decks don’t have many early game minions, it might pump out a few 1/1’s before it gets removed.
- Corpsetaker – The biggest early-game threat in the deck.
Lower Priority (Keep only if certain conditions are met)
- Hex – Keep against Warlock – Cube and Even Warlocks can drop very early Mountain Giant (or Twilight Drake in case of Even). Also keep against Druid if you suspect that you face a Taunt build.
- Hagatha the Witch – If you know that you face a slow and grindy matchup. In those, it might be impossible to win through the pressure, and you need the extra value from Hagatha.
Even Shaman Win Rates
Winrate stats are currently unavailable for this deck at the moment!
Play Strategy
Even Shaman is a board-centric midrange deck. It does not have a very aggressive start, but buffs and Corpsetaker allow it to ramp up damage very quickly a few turns into the game.
Your turn one is most of the time Hero Power, sometimes Coin two-drop if you have a good curve in hand, such as Primalfin Totem into Dire Wolf Alpha or Flametongue Totem.
This specific build runs no Overload cards, which means that you don’t have to plan your turns ahead around that. You can still get some Overload cards from Hagatha the Witch, but overload isn’t very problematic so late into the game anyway.
Most of the small stuff you have on the board can be sacrificed for trades whenever necessary: there is no Bloodlust anyway, the best buff you can use is Flametongue Totem, and your main reach comes from your Windfury and/or Charge minions: Corpsetaker, Al'Akir the Windlord, and Argent Commander, each of which can be played next to a Flametongue Totem or Dire Wolf Alpha for a bit more damage.
With so many positional cards in the deck, positioning is crucial for Even Shaman, reminiscent of old Zoolock decks. Think carefully which minions you want to be affected by buffs, and where you can set up a chain of minions that can trade into a bigger minion with a buff, each one getting destroyed and next one getting the buff in turn. Play your big minions on the side, preferably on the left, because Hero Power totems appear on the right. Try to set the buff-givers near the middle so that there are usable minions on both sides of them.
VS Aggro Decks
Aggro decks are generally faster than you, as it takes you a couple of turns to get going and your damage is reliant on a couple of big minions and buff-givers – which can easily be destroyed if you try to go for a race. Therefore, you take on the control role in the matchup, remove their threats and gradually build up your own.
Since the deck runs no early or mid game AoE removals (both Lightning Storm and Volcano are odd-costed), you want to be as proactive as possible. Try to not fall behind and play for the tempo. Falling behind early is the easiest way to lose those matchups, so try to capitalize on your totems as well as you can – with cards such as Earthen Might or Flametongue Totem. Don’t worry about using Earthen Might on a non-Elemental minion, the buff part is much more important in fast matchups.
The deck runs multiple minions with single target damage on Battlecry – Murkspark Eel, Fire Plume Phoenix (when you compare this one to Eel, you will understand why that 2-drop is so powerful) and Fire Elemental. Use those to clear key minions, such as Knife Juggler or Dire Wolf Alpha, so it will be easier to take back control. Similarly, utilize Rush and Charge minions to control the board. Vicious Scalehide is an amazing card vs Aggro if you can buff it. For example, Turn 4 Scalehide + Earthen Might creates a 3/5 minion with Rush and Lifesteal. Not only you can clear something immediately, but you will also be able to heal nicely.
You have two 4 mana Taunts, and each one of them is better in different scenario. Saronite Chain Gang is better against multiple small tokens, since it has 6 health in total and is spread over two bodies. Corpsetaker on the other hand is better against 2-drops and 3-drops, minions that are e.g. 2/3 or 3/3. If your opponent has no way to proc the Divine Shield (such as a small minion), you might get a nice two for one while healing at the same time.
If you get to the late game, both Hagatha the Witch and Kalimos, Primal Lord can help you stabilize with the 3 AoE damage. Both can also be used to gain some health – 5 Armor in case of Hagatha and 12 health in case of Kalimos. However, keep in mind that those cost 8 mana, so they come really late into the game – you’d be dead far before that point if you relied solely on them to get the board control back.
Also, with this deck, after you turn into Hagatha, no game is really lost. You can always get some great mix of random spells that will help you come back. I won some games by getting 2x Healing Rain in a row vs a Tempo Mage that was just about to kill me, so it can happen.
VS Control Decks
Against Control decks, there are two basic approaches you can take. Or rather, you always try to take the first one, and if it fails, take the second one.
The first approach is obviously aggression. No, this deck is not an Aggro build, but it’s still faster than lots of the Control decks you will be facing. In that case, first you try to develop the board and rush your opponent down. Even if not rush, then at least put some pressure on him. If he will have to focus on clearing your board and surviving, his own game plan will suffer instead. Flametongue Totem and Corpsetaker are your best bets to win slow matchups aggressively. Flametongue Totem adds +4 damage to the board all the time, making your small totems put actual pressure. If it remains unanswered for a few turns, you might deal enough damage to then push the final points with direct damage or charge minions.
However, Corpsetaker is the best card to take down slow decks in the early game, as long as you don’t draw Al’akir early. The perfect Corpsetaker will have all of the tags – Taunt, Lifesteal, Divine Shield and Windfury. The Divine Shield and Windfury Part is most useful in slow matchups. Thanks to the Divine Shield, it might be tricky to remove – a single small removal won’t do it. And because of Windfury, it will push twice as much damage every turn. If you buff it with Flametongue or Earthen Might, that’s 10 damage per turn, which can seal the game very quickly.
If you managed to deal some early game damage, try to continue the aggression throughout the mid game. Argent Commander into face is 4 immediate damage and a minion that’s pretty difficult to remove efficiently. Fire Elemental is 3 damage + a big, 6/5 body. Eels & Phoenix can deal extra 2 damage each, and Kalimos, Primal Lord can be used for 6 damage. If you get to the late game, you can also combine Al’akir with either Flametongue or Earthen Might for immediate 10 damage. Al’akir + Dire Wolf isn’t that bad too, with 8 damage. You obviously don’t have as much burn as Tempo Mage or Mind Blast Priest, but the damage can still add up quite nicely, and dealing ~20 damage even when your opponent removes your board constantly is within the realm of possibility.
However, as we all know, aggressive game plans don’t always work. Your opponent might have the right removals, Taunt up, heal etc. Generally, when he stabilizes at a solid life total, there isn’t much you can do. Instead, you have to switch to the value game plan. In this case, Hagatha the Witch is absolutely necessary, without her, you can’t outvalue your opponent. So if you don’t draw her, try to continue with the pressure, at least until you get her.
Even though this deck doesn’t pack that much value, Hagatha makes up for it. Since the deck is minion-heavy, it’s very easy to get for example 10 extra spells from her throughout the game, maybe even more if you get her on the curve. While the quality of random Shaman spells is not very consistent (there are great ones and terrible ones), it should still be possible to contest your opponent in the value war. Depending on the matchup, you might want extra removal, extra healing etc. Just play your minions and try to pressure with them, while you get all kinds of extra spells to protect them. In the best case scenario, you might even get enough burn to just close out the game – e.g. 2x Lava Burst is 10 damage out of nowhere.
Card Substitutions
This specific version of Even Shaman has very costly, at almost 12k Dust. It is possible to reduce that cost by a fair bit, but keep in mind that it’s impossible to build a really budget version of this deck. Because of the deck building limitations, basically half of the “potential replacements” are gone, and some of the cards in the list already aren’t optimal – substituting them even further might lead to the deck being unplayable. However, here is a list of Epic & Legendary cards, and I’ll post some potential, budget replacements below.
- Corpsetaker – Very strong in this build. Since you can get all of its effects, or at least 3 of them quite consistently, the card is great. But it CAN get replaced if you don’t want to craft it.
- Sea Giant – Replaceable, but if you’re going for a slightly more token strategy, it’s very useful.
- Genn Greymane – The deck is built around it, so there is obviously no way to replace it.
- Al'Akir the Windlord – Irreplaceable if you want to run Corpsetakers, replaceable if you drop them too.
- Hagatha the Witch – In a slower build like that, impossible to replace. But alternatively, you can build the deck faster with more 2-drops and go for the aggressive win condition vs Control instead of having a backup plan in form of Hagatha.
- Kalimos, Primal Lord – In this specific build, I’d say that it’s necessary. But if you build a faster one, you can replace it.
- The Lich King – It doesn’t play a big role in the deck, it’s just a solid, high value late game card. But everyone should have it by now, since it’s been a part of the meta for the last ~9 months already.
And here is the list of potential replacements for the cards above:
- Acidic Swamp Ooze – Good tech card, even though weapons aren’t as popular in the meta as they were before the nerfs, there are still some of them in the meta.
- Plated Beetle – Okay 2-drop, 2/3 body is nice and extra healing comes handy vs Aggro decks.
- Stormforged Axe – It’s not an amazing card, but it can help with the early board control, as well as give some extra reach against slower decks later in the game.
- Defender of Argus – Another way to capitalize on the board floods. You can turn that 0/2 Totems into 1/3 Taunts, which can be quite annoying for some decks to get through.
- Spellbreaker – I don’t feel that Silence is as useful in this meta, but it can still be good at times.
- Second copies of Fire Plume Phoenix and Argent Commander – Those cards are good enough to make into the deck, so just adding second copies of those can be good enough in certain cases.
- Bonemare – I wouldn’t go as far as putting two copies in, but a single one can come handy. Turning that Totem into a 4/6 minion with Taunt, on top of putting another 5/5 body on the board, can be pretty useful.
Maybe the new 0 mana AOE could work? I play a lot of Even Shaman in WIld and the Maelstrom Portal is invaluable there. It’s a problem that it hurts your own board but, even with spell power, a lot of your stuff will survive for the healing totem to heal you back up again.
Thunderhead with only two overload cards? I don’t think it’s worth
is kalimus necessary? i don’t see a lot of use for him i think its very slow.
Not really if you don’t want to Play on wild becouse of Boomsday comming on few days
One of the problems of this deck, is that it doesn’t have much AOE. It relies on efficient trades to clear the enemy table. Now, sometimes that is not enough, and that is when Kalimos’s (Or Hagatha’s) 3 AOE shine.
It’s particularly good against a hunter who just used his spell stone, or a Paladin that just upgraded his recruits. In both cases, you are facing a very menacing board full of 3/3 and if you don’t have an activated kalimos or Hagatha in your hand, it can be game over. He can also be a very good finisher thanks to his 6dmg directly to face. That said, i think the deck still works without him, but i don’t think any other card fills that slot better than him. If you don’t have him, you shouldn’t craft him tho, at least not until the new meta had some time to settle (just wait a couple of weeks).
Really solid deck even at high ranks.
This was my favorite deck to play during witchwood, hope it survives Boomsday (i kind of doubt it will).
The only changes i made to it were that i removed one Fire elemental around rank 5.
First i replaced it with a Skulking Geist, it was good at first but eventually i stopped getting in games where it made a difference.
So next i replaced the Geist with a 2nd copy of Hex (many druids and warlocks led me to this change) and it worked great for a while (from rank 4 to 3) but then i realized that i was rarely needing the two hexes (many times not even 1) and found myself lacking some reach, so i finally changed the extra hex for a Reckless Rocketeer and it worked great. i won many games thanks to the rocketeer and finalized the season on rank 2*** for the first time =)
I love the Corpsetakers but rarely do they see any action. As soon as I lay it down it’s as good as dead. Not really sure how to protect them either, because they’re just about guaranteed to have taunt. They seem to have targets on their backs like Vicious Fledglings. Obviously if you see one, you’re gonna want to kill it quick. And my opponents are having zero trouble doing that. It’s not game breaking, but it’s annoying. Anyone running into similar scenarios?
I have a similar issue but you have to take into consideration that this is a good thing. I mean, your enemy is spending a lot of resources (Minions, mana, health or cards) to get rid of a minion that is strong but not your strongest minion. For example, its really good if your enemy spends their hex / polimorph / Siphon Soul / etc. on this cos then is less likely they will have a response ready for your Lich king / Sea Giant / Al’Akir.
A very good point. Thank you for your reply!
Can I replace Hagatha with Thrall?
Oh doh, nm, just tried playing it and screwed my hero power.
I’m currently playing this decks but with
-1 Fire Elemental
+1 Skulking Geist
The downside is that i have one less card to help activate Kalimos (and lose that 3dmg that is always nice), but the upside is that in the current meta, there are many decks running some very important 1mana spells, so disrupting that can even win you some games.
From 10 to 5 this decks is awesome. i don’t play that much (between 3-8 games a day) and got an amazing winning streak using this decks a few days ago from 2 stars rank 8 to 3 stars rank 5 (i probably lost like two matches). After that I’ve only played 4 matches at this rank (2 wins 2 losses). Maybe i’m wrong but it seems to me that there is a lot more control decks in these ranks, so I don’t think that this deck is going to perform that well. Hope i’m wrong 😛
yo guys i dont have 1 earthern might and no alakir and missing 1 sea giant and missing 1 merk spark eel
also do u think grumble would fit into the deck ?
I would recomend you to craft at least the earthen might and the spark eel (both are really really good in this deck, and i believe EM will only be better in following expansions.
if you dont have al akir, i would remove the 2 corpsetakers cos, without al akir they lose their windfury and are less likely to have Divine Shield (now they could only get it from argent commander) and taunt (could still get it from saronite and LK). In this scenario i would add Leeroy if you have it and a 2nd Argent Commander. I think the giants are a nice bonus, but definetly not mandatory in this deck.
Bro Leeroy doesn’t costs 4 mana anymore lmao
hahaha, you are right, noob mistake, for some reason i totally forgot about its mana cost when commenting that
no card draw man it sucks !
This deck is very iffy sometimes. I don’t really see it as a meta defining deck, it’s a good deck when it wants to be lol.
-2 Sea Giant
-1 Argent Commander
-2 Dire Wolf Alpha/Knife Juggler (not sure yet)
-2 Fire Elemental
-2 Earthen Might
+2 Avalanche
+1 Moorabi
+2 Brrloc
+2 Frost Elemental
+2 Cryostatis
Too much fun lol
I would really like to know how this Deck can be on the Top of the META Deck … 10900 dust to the trash frankly … do not come to me talking about not knowing how to use the deck or whatever, because it has nothing to do with that!
Simply this deck is too overrated for what it really is worth!
You’re just bad at the game it seems…71% win rate for me and i can show u stats to prove it.
Mate the better way you get to prove that i’m bad is just play against me… by the way… i made some changes on this deck, and now it works muche better…
Changes:
remove
2 knight juggler
2 sea giants
1 Primalfin Totem
Add:
2 lifedrinker
1 master of cult
1 acidic swamp ooze
1 vicious schalehide
With these changes i get:
61% – 32/22 – LvL 10
You must stop blame the people when you dont know really where is the server,
how the people play in that or if anything wrong its working…
Never mind… have a nice day!
Decklist is solid, I reached rank 3 on eu with it and I don’t play much anymore after rank 5 cuz it’s a grindfest.
No offence but rank 10 is a joke.
At what rank?
I am currently 30-4 in total and 12-0 with the best WR deck available to even shaman atm. I have an 88% WR with averaging it all. Keep in mind that I do play a lot of troll decks which makes me descend on the ladder, but I just climbed from rank 18 to 13 and I am 12-0 atm with the newest decklist.
I’ve been playing Meati’s version with the Knife Jugglers ever since the Nerfs and it’s been doing really well. My first few games went 7 / 1 and I’m still 65% after about 40 games now. I find the Knife Jugglers can be really good against Odd Paladins to ping their guys. With the Primal Fins, cheap minions and 1 mana totems you can get quite a lot of knives pretty quickly.
Yesterday i played from 12 to 9 with this deck and i really liked how it plays, Generally speaking it doesnt “feel” very powerful, but it allows you to be on control of the board almost always. As a fan of the Shaman class i’m really happy to have a competitive deck to play with the class. In my short experience with the deck, its great against aggro decks and is competitive against control. The only game (out of 8 i think?) i lost yesterday was against a spell hunter, but it was a mix of good luck in his draw and a few misplays on my part (didnt think well enough the positioning of some of my minions). it was very close tho. its an expensive deck tho, in my case, i had the luck of already having most of the cards, i only needed to craft 1 corpsetaker and i’m not using Grumble.
I’m not the only person that’s forgotten about Crushing Walls then? 😀
That has happened to me, but no, in this case it was just placing a minion on the right when i should have put him in the left, this lead to waste half a flametonge totem for two turns. Considering i left the hunter at 1hp, those 4 points of damage made the difference bettween wining and losing. =(
This deck is not even close of being tier 2, don’t get the hype, it autolosses against most control and hunter/ face decks…
You are way overestimating this deck. It sounds like you have some experience with it, but how much? This deck should be back in second tier somewhere. It loses to aggro and control. I spent some time with the Sea Giants version before the patch and it is much more effective. This morning (rank 5) I’ve lost to 2 Cubelocks, 1 Handlock (Hagatha was at bottom of deck), a Spiteful Druid, and an Odd Pally. This deck seems to sit in some nebulous middle ground. As one of my 2 remaining non-golden classes, I have spent alot of time with Shaman the past 2 months. I will be going back to the more aggressive version with Sea Giants. Everyone saying Even Shaman is a Tier 1 deck has gotten way ahead of themselves.
I’m sorry but this deck is not in the ” best decks ” category. It is a fringe deck at best. Loses to almost every aggro deck
Wrong decklist?
Looks like it.
It’s an old guide with an updated list
This! We’ll be working on updating these guides as quickly as possible!
It looks like your deck list is different from the guide. There’s no storm-forge axe, defender of argus, sea giants, acidic swamp ooze, or primal fin totem in the deck list but the guide is talking about having them.
I’ve been playing a slightly different version of this deck post nerfs. I went from rank 10 to rank 5 in about 5 hours of game play. just one change that seems to make a huge difference.
-1 Dire Wolf Alpha
+1 Fire Plume Harbinger
Alpha’s are okay, but you def dont need 2. The Harbinger allows earlier plays for Kalimos, Fire Elementals or Grumble. Also the elemental synergy late if you need to proc Kalimos.
This deck is the real deal.
I agree 100% that this is deck is extremely potent^^
I can confirm this, I went from rank 8 to rank 5 with a similar list (I used zaps for early tempo). It took around 2 hours.
Just kidding lol. I somehow forgot how his mechanic worked
Why doesn’t the deck try to play prince? Does he remove from the synergy?
Keleseth cant be played, since you will need to cut eels and flametonges and those are pretty core to the deck,
Valanar cant be played since you will need to cut Hex and corpsetakers and saronites and those are pretty necesary to beat aggro/the only decent removal from the deck.
You cant play prince 3 for obvious reasons.
What, no totem cruncher?
Always keep corpse taker played a lot of games in top 100 legend and I;ve found my win rate to be the highest when playing that on 4. I feel this deck has the potential to be as strong as even paladin if it gets something like consecration next expansion at the moment I would say its slightly strong that spell hunter and nothing else.
Corpsetaker doesn’t have charge.
Awesome guide like always, Old Guardian! I enjoyed your YouTube video featuring the Even Shaman, and I look forward to your future guides going forward 🙂