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Shaman

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The Shaman icon.png Shaman is one of the nine classes in Hearthstone: Heroes of Warcraft, represented by Thrall and Morgl the Oracle.

Heroes[edit | edit source]

Thrall is the default hero for shamans. Players who have unlocked the Morgl the Oracle alternate hero may choose to play as him instead when using any shaman deck. Both heroes use the same gameplay mechanics; the difference is purely cosmetic.

Thrall(319).png Morgl the Oracle(35369).png

Background[edit | edit source]

Main article: Shaman

Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.

These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder. The experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group.[1]

Hero Power[edit | edit source]

Totemic Call(316).png

Hero Powers are unique abilities, specific to each class, usable used once each turn.

The shaman's Hero Power is Totemic Call, which randomly summons 1 of 4 possible Totem-type minions, each with different stats and abilities: Healing Totem, Stoneclaw Totem, Searing Totem, or Wrath of Air Totem.

Healing Totem(275).png
Searing Totem(98).png
Stoneclaw Totem(298).png
Wrath of Air Totem(365).png

Totemic Call always summons a Totem the hero does not already have in play in the battlefield; if the shaman already has all 4 different Totems in play, the Hero Power cannot be used until one of them is removed. Enemy Totems and Totems in the hand are irrelevant to this determination. Totems are created directly by the Hero Power, not played from the hand or drawn from the deck. Most Totems start with 0 Attack but cards like Bloodlust or even Raid Leader can turn a board of weak Totems into a force to be reckoned with.

Replacement Hero Powers[edit | edit source]

Totemic Slam(22489).png
Lightning Jolt(22451).png
Transmute Spirit(62862).png
Bewitch(89356).png

Justicar Trueheart Battlecry and Baku the Mooneater Start of Game effect will replace Totemic Call with Totemic Slam.

Charged Hammer Deathrattle will replace the current Hero Power with Lightning Jolt.

Thrall, Deathseer Battlecry will replace the current Hero Power with Transmute Spirit, as well as replacing the hero.

Hagatha the Witch Battlecry will replace the current Hero Power with Bewitch, as well as replacing the hero.

Strategy and gameplay[edit | edit source]

Shamans are highly flexible, boasting a wide variety of class cards that lend themselves to many different methods of achieving victory. With their unique mechanic Overload, Shamans can also play very strong spell and minion cards for little mana, at the cost of losing available mana the subsequent turn. Their board control is excellent with removal and transform effects such as Lightning Storm and Hex. Shamans also have some of the strongest minions in the game, ranging from low-cost (Flametongue Totem, Totem Golem) to the late-game (Fire Elemental, Al'Akir the Windlord).

Totems support the Shaman throughout a match, and can even be made into a fighting force in their own right. Totemic Call provides a steady stream of reinforcements, although their effects are random and they are unlikely to do much without more proactive minions to support. However, cards such as Bloodlust, Thunder Bluff Valiant, Primal Fusion, and Thing from Below reward a shaman for amassing totems.

Shamans have many ways to close out a game. Bloodlust and Windfury allow for game winning turns with super-buffed minions. The shaman can also deal huge burst damage with spells such as Lightning Bolt and Lava Burst, or even with their own weapon - a Rockbiter Weapon-enhanced Doomhammer is an iconic and devastating way to finish the game. Alternatively, a more control-oriented shaman can starve out enemies with massive heals (Healing Wave, Jinyu Waterspeaker, Hallazeal the Ascended), making them very difficult to remove.

As wielders of the elemental forces, Shamans have an affinity with Elementals, possessing more Elemental synergy effects out of any other classes. Shamans have access to both early-game Elementals with tons of utility like Fire Plume Harbinger and Hot Spring Elemental and late-game Elemental finishers like Stone Sentinel and Kalimos, Primal Lord for a huge tempo swing.

Another element unique to Shamans are cards that transform minions into an entirely new and random minion. Evolve and Master of Evolution transforms their own minions into a more costly minion, while Devolve does the opposite to their enemies. Although the effects are random, with proper setup their multiple high-cost, low-stat minions can turn into something else with stats and possible effects to better match their costs.

Counters[edit | edit source]

  • Totems will be a continuous part of the game when playing against a shaman, especially the slower kinds. Try to control the number of totems, since they can give the shaman strong beneficial effects along with minion count. This is especially important when playing against Totem Shaman/Bloodlust decks. The totems can range from being 1/1, 0/2, or 0/3 so they are quite fragile and nonthreatening by themselves, but totems like Mana Tide Totem which allow an extra draw per turn will give an enormous advantage if left unchecked. Totems are treated as minions and can be buffed with increased Attack as well as Health so leaving too many on the field at once may become dangerous if the shaman plays cards like Raid Leader or Bloodlust, or even Flametongue Totem for unexpected trades. You may even be able to use the totems against the shaman if you play cards like Sea Giant or Flesheating Ghoul which benefit with more minions on the field, but this is rarely worth the risk of leaving them in place. Good methods of removing totems include AoE damage like Hellfire or Holy Nova, or low-Attack minions that can trade with them without wasting too much face damage. The druid's Swipe can also be extremely effective against totems, especially when paired with Spell Damage.
  • Bloodlust and totem buffs like Thunder Bluff Valiant can allow the shaman to abruptly win the game if they have lots of minions on the field, so make sure to keep the number of minions the shaman has to a minimum. This includes 0-Attack Totems and other seemingly unthreatening minions. Remember that shamans often include a lot of burst damage spells like Lava Burst and Rockbiter Weapon, which when combined with a strong board can defeat even full-Health opponents.
  • When you play large drop cards, remember your opponent might have Hex. Try and bait out this card by playing threatening minions before playing your biggest minions or strong buffing spells, and keep in mind there are only 2 maximum in a deck (outside of Arena). Shamans also have Lightning Storm, so try to not have a large field when your opponent hasn't played them yet.

Unique mechanics[edit | edit source]

Overload is an ability which reduces the amount of mana available the next turn by the stated amount. Most cards with Overload have a lower printed mana cost than similar cards from other classes (for instance, compare Forked Lightning and Cleave). This allows powerful spells and minions to be played for a low mana cost, allowing the shaman to gain a great amount of value in a turn at the cost of being able to play fewer cards the next turn. The shaman has many cards allowing him to put massive power into the board in one turn, such as Bloodlust, Lightning Storm, and Lava Burst. You can also overload more mana than you will have the next turn. Cards with this ability are limited to the shaman class.

Spells[edit | edit source]

For Wild format listings, see Shaman/Wild format

See Spell.

Name / Desc Rarity Class Cost Description
Ancestral Healing Free Shaman 0
Restore a minion to full Health and give it TauntI personally prefer some non-ancestral right-the-heck-now healing, but maybe that is just me.
Bloodlust Free Shaman 5
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
Frost Shock Free Shaman 1
Deal 1 damage to an enemy character and Freeze it. FROST SHOCK!
Hex Free Shaman 4
Transform a minion into a 0/1 Frog with TauntIf you Hex a Murloc... it really isn't much of a change, is it?
Rockbiter Weapon Free Shaman 2
Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
Totemic Might Free Shaman 0
Give your Totems +2 Health. Totem-stomping is no longer recommended.
Windfury Free Shaman 2
Give a minion WindfuryWindfury is like Earthfury and Firefury, but more light and airy.
Ancestral Knowledge Common Shaman 2
Draw 2 cards. Overload: (2) MOMMMMMYYYYYYYYY!!!
Call in the Finishers Common Shaman 4
Summon four 1/1 Murlocs. When you really need a job done… but you don't really care if it gets done right.
Crackle Common Shaman 2
Deal 3-6 damage. Overload: (1) Snap! This card! Pop!
Crushing Hand Common Shaman 2
Deal 8 damage to a minion. Overload: (3) Shamans always have the firmest handshakes.
Earth Shock Common Shaman 1
Silence a minion, then deal 1 damage to it. Earth Shock? Shouldn't it be "Azeroth Shock"?
Forked Lightning Common Shaman 1
Deal 2 damage to 2 random enemy minions. Overload: (2) If you combine it with Spooned Lightning and Knived Lightning, you have the full dining set.
Healing Rain Common Shaman 3
Restore 12 Health divided randomly among all friendly characters. It's filled with electrolytes!
Ice Fishing Common Shaman 2
Draw 2 Murlocs from your deck. Glow fish, war fish... blow fish, more fish...
Jade Lightning Common Shaman 4
Deal 4 damage. Summon a Jade Golem. Jade Lightning, goooo Jade Lightning!
Lightning Bolt Common Shaman 1
Deal 3 damage. Overload: (1) Lightning Bolt! Lightning Bolt! Lightning Bolt!
Primal Fusion Common Shaman 1
Give a minion +1/+1 for each of your Totems. Golce and Dabbana have a new line of Earth Totems available at vendors everywhere this holiday season.
Reincarnate Common Shaman 2
Destroy a minion, then return it to life with full Health. It's like birth, except you're an adult and you were just dead a second ago.
Stormcrack Common Shaman 2
Deal 4 damage to a minion. Overload: (1) WARNING: DO NOT TOUCH THE PURPLE BALL OF LIGHTNING
Tidal Surge Common Shaman 4
Deal 4 damage to a minion. Restore 4 Health to your hero. Also good for removing pesky stains.
Zap! Common Shaman 0
Deal 2 damage to a minion. Overload: (1) The material components for this spell are wool socks and a rug.
Ancestral Spirit Rare Shaman 2
Give a minion "Deathrattle: Resummon this minion." It was just a flesh wound.
Avalanche Rare Shaman 4
Freeze a minion and deal 3 damage to adjacent ones. One of our more snowbally cards.
Blazing Invocation Rare Shaman 1
Discover a Battlecry minion. A lot of shaman have started vaping their invocations.
Devolve Rare Shaman 2
Transform all enemy minions into random ones that cost (1) less. Ragnaros looked down. He looked like some kind of War Golem. "WHAT HAVE YOU DONE TO ME," he yelled. But all that came out was a deep grinding sound. He began to cry.
Earthen Might Rare Shaman 2
Give a minion +2/+2. If it's an Elemental, add a random Elemental to your hand. Or it might not.
Everyfin is Awesome Rare Shaman 7
Give your minions +2/+2. Costs (1) less for each Murloc you control. Everyfin is cool when you're part of a murloc team!
Evolve Rare Shaman 1
Transform your minions into random minions that cost (1) more. So you say you want an evolution. Well, you know. We all want to change the board.
Feral Spirit Rare Shaman 3
Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms.
Healing Wave Rare Shaman 3
Restore 7 Health. Reveal a minion in each deck. If yours costs more, Restore 14 instead. Favored by shaman who study the art of restoration and healing, this spell would feel smug, if it had feelings.
Lava Burst Rare Shaman 3
Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
Lava Shock Rare Shaman 2
Deal 2 damage.
Unlock your Overloaded Mana Crystals. Chocolate lava cake is shockingly delicious.
Lesser Sapphire Spellstone Rare Shaman 7
Summon 1 copy of a friendly minion. (Overload 3 Mana Crystals to upgrade.) A stone of blue, embraced with glee
By murloc lords beneath the sea
Soon numberless they swarmed the shore
First two, then four, then more...and more...
Lightning Storm Rare Shaman 3
Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
Maelstrom Portal Rare Shaman 2
Deal 1 damage to all enemy minions. Summon a random 1-Cost minion. They bill this as a popular resort attraction, but they try and get your money up front.
Primal Talismans Rare Shaman 3
Give your minions "Deathrattle: Summon a random basic Totem." All that remained from the first kobold colony: a single talisman and the word "Flamestrike."
Volcano Rare Shaman 5
Deal 15 Damage randomly split across all minions. Overload: (2) Many young shaman summon a volcano as their first school project.
Ancestor's Call Epic Shaman 4
Put a random minion from each player's hand into the battlefield. "Hey! Ancestors!" - Ancestor's call
Cryostasis Epic Shaman 2
Give a minion +3/+3 and Freeze it. We'll thaw you out when we find a cure!
Elemental Destruction Epic Shaman 3
Deal 4-5 damage to all minions. Overload: (5) I'm not a shaman or anything, but isn't Elemental Destruction the opposite of what they want to do?
Far Sight Epic Shaman 3
Draw a card. That card costs (3) less. Drek'thar can't see, but he can see. You know what I mean? It's ok if you don't.
Finders Keepers Epic Shaman 1
Discover a card with Overload. Overload: (1) INFINITE LOOP!
Spirit Echo Epic Shaman 3
Give your minions "Deathrattle: Return this to your hand." I guess you can say they’re… “soul survivors.”
Unstable Evolution Epic Shaman 1
Transform a friendly minion into one that costs (1) more. Repeatable this turn. They grow up so fast.
Unite the Murlocs Legendary Shaman 1
Quest: Summon 10 Murlocs.
Reward: Megafin. Form feet and legs! Form arms and body! Oh. Sorry. I was thinking about Mechafin.
Showing all 46 cards
Ancestral Healing(216).png
Bloodlust(256).png
Frost Shock(233).png
Hex(270).png
Rockbiter Weapon(491).png
Totemic Might(367).png
Windfury(146).png
Crushing Hand(76998).png
Earth Shock(77).png
Forked Lightning(530).png
Healing Rain(77008).png
Ice Fishing(62884).png
Lightning Bolt(10).png
Tidal Surge(55555).png
Zap!(89439).png
Ancestral Spirit(526).png
Avalanche(62921).png
Blazing Invocation(89446).png
Earthen Might(89447).png
Feral Spirit(214).png
Lava Burst(679).png
Lesser Sapphire Spellstone(73330).png
Lightning Storm(676).png
Primal Talismans(76923).png
Volcano(52581).png
Cryostasis(62846).png
Far Sight(107).png
Spirit Echo(55514).png
Unstable Evolution(76931).png
Unite the Murlocs(55470).png


Uncollectible

For Wild format listings, see Shaman/Wild format

The following spells are generated by other shaman cards or effects, and are uncollectible.

Name / Desc Rarity Class Cost Description
Elemental Eruption None Shaman 0
Deal 4-6 damage to all other minions. 
Invocation of Air None Shaman 0
Deal 3 damage to all enemy minions. 
Invocation of Earth None Shaman 0
Fill your board with 1/1 Elementals. 
Invocation of Fire None Shaman 0
Deal 6 damage to the enemy hero. 
Invocation of Water None Shaman 0
Restore 12 Health to your hero. 
Second Class: Shaman None Shaman
Add Shaman cards to your deck. 
Crackling Doom Free Shaman 0
Deal 12 damage to all minions.
Overload: (10) 
Greater Sapphire Spellstone Rare Shaman 7
Summon 3 copies of a friendly minion. 
Sapphire Spellstone Rare Shaman 7
Summon 2 copies of a friendly minion. (Overload 3 Mana Crystals to upgrade.) 
Showing all 9 cards
Greater Sapphire Spellstone(73334).png
Sapphire Spellstone(73333).png

Minions[edit | edit source]

For Wild format listings, see Shaman/Wild format

All classes can also use neutral minions in their decks. See Minion.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Fire Elemental Free Minion Elemental Shaman 6 6 5
Battlecry: Deal 3 damage. He can never take a bath. Ewww.
Flametongue Totem Free Minion Totem Shaman 2 0 3
Adjacent minions have +2 Attack. Totemsmiths like to use the rarest woods for their totems. There are even rumors of totems made of Ironbark Protectors.
Windspeaker Free Minion General Shaman 4 3 3
Battlecry: Give a friendly minion WindfuryIs there anything worse than a Windspeaker with halitosis?
Air Elemental Common Minion Elemental Shaman 1 2 1
Can't be targeted by spells or Hero Powers. Makes a mean puff pastry.
Brrrloc Common Minion Murloc Shaman 2 2 2
Battlecry: Freeze an enemy. He may be frozen fish, but he fights fresh!
Drakkari Defender Common Minion General Shaman 3 2 8
Taunt
Overload: (3) Sometimes, the best defense is an offensive troll.
Dust Devil Common Minion Elemental Shaman 1 3 1
Windfury. Overload: (2) Westfall is full of dust devils. And buzzards. And crazed golems. And pirates. Why does anyone live here?
Fireguard Destroyer Common Minion Elemental Shaman 4 3 6
Battlecry: Gain 1-4 Attack. Overload: (1) Ragnaros interviews hundreds of Fire Elementals for the position of "Destroyer" but very few have what it takes.
Flamewreathed Faceless Common Minion General Shaman 4 7 7
Overload: (2) He's on fire! Boomshakalaka!
Ghost Light Angler Common Minion Murloc Shaman 2 2 2
Echo BoOooOogrglgrlgrlooOoOoo!
Hot Spring Guardian Common Minion Elemental Shaman 3 2 4
Taunt
Battlecry: Restore
3 Health. NONE SHALL PASS until at least an hour after eating.
Jade Chieftain Common Minion General Shaman 7 5 5
Battlecry: Summon a Jade Golem. Give it TauntSeeing his Jade Golem grow up into the tall, handsome 6/6 standing before him was the proudest moment of his life.
Jade Spirit Common Minion Elemental 4 2 3
Battlecry: Summon a Jade Golem"He's so cute! I just want to squeeze him, then use him for Jade Golem parts!" - Aya Blackpaw
Kobold Hermit Common Minion General Shaman 2 1 1
Battlecry: Choose a basic Totem. Summon it. To truly understand candles, it takes YEARS of quiet contemplation.
Rumbling Elemental Common Minion Elemental Shaman 4 2 6
After you play a Battlecry minion, deal 2 damage to a random enemy. He's a very hungry elemental.
Totem Golem Common Minion Totem Shaman 2 3 4
Overload: (1) What happens when you glue a buncha totems together.
Tunnel Trogg Common Minion General Shaman 1 1 3
Whenever you Overload, gain +1 Attack per locked Mana Crystal. Sure, they're ugly, but they live in tunnels. You try your beauty routine without natural light.
Tuskarr Totemic Common Minion General Shaman 3 3 2
Battlecry: Summon a random basic Totem. Turns out the tuskarr aren't real choosy about their totems.
Unbound Elemental Common Minion Elemental Shaman 3 2 4
Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
Whirling Zap-o-matic Common Minion Mech Shaman 2 3 2
Windfury If you pay a little extra, you can get it in "candy-apple red."
Wicked Witchdoctor Common Minion General Shaman 4 3 4
Whenever you cast a spell, summon a random basic Totem. You can easily defeat her by either dealing 4 damage, or dropping a house on her.
Witch's Apprentice Common Minion Beast Shaman 1 0 1
Taunt
Battlecry: Add a random Shaman spell to your hand. Is she a frog that became a witch, or a witch that became a frog?
Draenei Totemcarver Rare Minion General Shaman 4 4 4
Battlecry: Gain +1/+1 for each friendly Totem. It's nice to find a real craftsman in this day and age of mass-produced totems.
Dunemaul Shaman Rare Minion General Shaman 4 5 4
Windfury, Overload: (1) 50% chance to attack the wrong enemy. He just closes his eyes and goes for it. Raarararrrarar!
Fire Plume Harbinger Rare Minion Elemental Shaman 2 1 1
Battlecry: Reduce the Cost of Elementals in your hand by (1). Good for summoning elementals. Great for making s'mores.
Jinyu Waterspeaker Rare Minion General Shaman 4 3 6
Battlecry: Restore 6 Health. Overload: (1) Waterspeakers can tell the future! So the Jade Lotus employs them to speculate on the Auction House.
Lotus Agents Rare Minion General 5 5 3
Battlecry: Discover a Druid, Rogue or Shaman card. Mostly, they stand around and look cool.
Mana Tide Totem Rare Minion Totem Shaman 3 0 3
At the end of your turn, draw a card. It is said that some shaman can say "Floatin' totem" 10 times, fast.
Master of Evolution Rare Minion General Shaman 4 4 5
Battlecry: Transform a friendly minion into a random one that costs (1) more. Will be really useful in the new "Hearthémon" game.
Murkspark Eel Rare Minion Beast Shaman 2 2 3
Battlecry: If your deck has only even-Cost cards, deal 2 damage. Makes shockingly good unagi.
Murmuring Elemental Rare Minion Elemental Shaman 2 1 1
Battlecry: Your next Battlecry this turn triggers twice. Déjà Dude.
Primalfin Totem Rare Minion Totem Shaman 2 0 3
At the end of your turn,
summon a 1/1 Murloc. Emits a sound only murlocs can hear, which is good because it’s REALLY annoying.
Thing from Below Rare Minion General Shaman 6 5 5
Taunt. Costs (1) less for each Totem you've summoned this game. Just can't resist the opportunity to hang around with a bunch of totems.
Thunder Bluff Valiant Rare Minion General Shaman 5 3 6
Inspire: Give your Totems +2 Attack. Allowing totems to attack is not cheating. I mean, there isn't anything in the rule books about it.
Vitality Totem Rare Minion Totem Shaman 2 0 3
At the end of your turn, restore 4 Health to your hero. You can usually find these at the totemist's market on Saturdays.
Voodoo Hexxer Rare Minion General Shaman 5 2 7
Taunt
Freeze any character damaged by this minion. The Silver Hand recruits shuddered in terror when they saw the dreaded totem of the Hexxer: A tiny little snowman, impaled with pins.
Bogshaper Epic Minion Elemental Shaman 7 4 8
Whenever you cast a spell, draw a minion from your deck. The tricky part is getting them to HOLD their shape.
Earth Elemental Epic Minion Elemental Shaman 5 7 8
Taunt
Overload: (3) Nothing beats rock.
Eternal Sentinel Epic Minion General Shaman 2 3 2
Battlecry: Unlock your Overloaded Mana Crystals. Just try to avoid eye contact.
Lotus Illusionist Epic Minion General Shaman 4 3 5
After this minion attacks a hero, transform it into a random 6-Cost minion. If you think her Illidan and Sylvanas cosplay is great, wait till you see her Reno Jackson!
Siltfin Spiritwalker Epic Minion Murloc Shaman 4 2 5
Whenever another friendly Murloc dies, draw a card. Overload: (1) The elements respond to anyone who calls them for a worthy cause, even if you call them by yelling, "MRGHRGLGLGL!"
Snowfury Giant Epic Minion Elemental Shaman 11 8 8
Costs (1) less for each mana crystal you've Overloaded this game. This minion goes all the way to 11!
Stone Sentinel Epic Minion Elemental Shaman 7 4 4
Battlecry: If you played an Elemental last turn, summon two 2/3 Elementals with TauntHe and his friends just want to rock out.
Totem Cruncher Epic Minion Beast Shaman 4 2 3
Taunt
Battlecry: Destroy your Totems. Gain +2/+2 for each destroyed. When regular totem hours won't cut it.
Windshear Stormcaller Epic Minion General Shaman 5 5 5
Battlecry: If you control all 4 basic Totems, summon Al'akir the Windlord. Don't ever doubt Al'Akir's love for basic totems.
Al'Akir the Windlord Legendary Minion Elemental Shaman 8 3 5
Windfury, Charge, Divine Shield, Taunt He is the weakest of the four Elemental Lords. And the other three don't let him forget it.
Aya Blackpaw Legendary Minion General 6 5 3
Battlecry and Deathrattle: Summon a Jade GolemThough young, Aya took over as the leader of Jade Lotus through her charisma and strategic acumen when her predecessor was accidentally crushed by a jade golem.
Hallazeal the Ascended Legendary Minion Elemental Shaman 5 4 6
Whenever your spells deal damage, restore that much Health to your hero. Hallazeals all your dallazamage.
Kalimos, Primal Lord Legendary Minion Elemental Shaman 8 7 7
Battlecry: If you played an Elemental last turn, cast an Elemental Invocation. All that's missing is a little heart.
Moorabi Legendary Minion General Shaman 6 4 4
Whenever another minion is Frozen, add a copy of it to your hand. Most disturbing is how Moorabi covers all those frozen minions with flavored syrup.
Neptulon Legendary Minion Elemental Shaman 7 7 7
Battlecry: Add 4 random Murlocs to your hand. Overload: (3) Neptulon is "The Tidehunter". He’s one of the four elemental lords. And he and Ragnaros get together and make really amazing saunas.
Shudderwock Legendary Minion General Shaman 9 6 6
Battlecry: Repeat all other Battlecries from cards you played this game (targets chosen randomly)Beware the Shudderwock, my son. We're fresh out of vorpal daggers.
The Mistcaller Legendary Minion General Shaman 6 4 4
Battlecry: Give all minions in your hand and deck +1/+1. Calling the mist doesn't sound all that great. "Ooooh, it is slightly damp now!"
White Eyes Legendary Minion General Shaman 5 5 5
Taunt
Deathrattle: Shuffle 'The Storm Guardian' into your deck. My life for Aya!
Showing all 54 cards
Fire Elemental(636).png
Flametongue Totem(390).png
Windspeaker(151).png
Air Elemental(55549).png
Brrrloc(62874).png
Drakkari Defender(62887).png
Dust Devil(129).png
Ghost Light Angler(89436).png
Hot Spring Guardian(55564).png
Kobold Hermit(76922).png
Unbound Elemental(51).png
Witch's Apprentice(89354).png
Fire Plume Harbinger(55557).png
Mana Tide Totem(613).png
Murkspark Eel(89343).png
Murmuring Elemental(76971).png
Primalfin Totem(55596).png
Voodoo Hexxer(61826).png
Bogshaper(89394).png
Earth Elemental(124).png
Snowfury Giant(62918).png
Stone Sentinel(55467).png
Totem Cruncher(89414).png
Windshear Stormcaller(76921).png
Al'Akir the Windlord(335).png
Grumble, Worldshaker(76891).png
Kalimos, Primal Lord(55473).png
Moorabi(62845).png
Shudderwock(89437).png

Uncollectible[edit | edit source]

For Wild format listings, see Shaman/Wild format

The following minions are generated by other shaman cards or effects, and are uncollectible.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Grounding Totem None Minion Totem Shaman
Your other minions can't be targeted by enemy spells or Hero Powers. 
Healing Totem None Minion General Shaman 0 2
At the end of your turn, restore 1 Health to all friendly minions. 
Jade Golem None Minion General 1 1 1
 
Jade Golem None Minion General 2 2 2
 
Jade Golem None Minion General
 
Megafin None Minion Murloc Shaman 5 8 8
Battlecry: Fill your hand with random Murlocs. 
Murloc Razorgill None Minion Murloc Shaman 1 1 1
 
Rock Elemental None Minion Elemental Shaman 2 2 3
Taunt 
Searing Totem None Minion General Shaman 0 1 1
 
Stone Elemental None Minion Elemental Shaman 1 1 1
 
Stoneclaw Totem None Minion General Shaman 0 2
Taunt 
Twilight Elemental None Minion Elemental Shaman 3 4 2
 
Wrath of Air Totem None Minion General Shaman 0 2
Spell Damage +1 
Healing Totem Free Minion Totem Shaman 1 0 2
At the end of your turn, restore 1 Health to all friendly minions. 
Searing Totem Free Minion Totem Shaman 1 1 1
 
Stoneclaw Totem Free Minion Totem Shaman 1 0 2
Taunt 
Wrath of Air Totem Free Minion Totem Shaman 1 0 2
Spell Damage +1 
Frog Common Minion Beast Shaman 0 0 1
Taunt 
Spirit Wolf Rare Minion General Shaman 2 2 3
Taunt 
Mana Spring Totem Epic Minion Totem Shaman 4 0 1
Your cards cost (1) less Water is the element of life and energy.
The Storm Guardian Legendary Minion General Shaman 5 10 10
Taunt 
Showing all 21 cards
Megafin(55472).png
Rock Elemental(55480).png
Stone Elemental(55597).png
Healing Totem(275).png
Searing Totem(98).png
Stoneclaw Totem(298).png
Wrath of Air Totem(365).png
Frog(115).png
Spirit Wolf(451).png

Weapons[edit | edit source]

For Wild format listings, see Shaman/Wild format

Shamans have access to a limited range of weapons.

Name / Desc Rarity Class Cost Atk HP Description
Spirit Claws Common Shaman 2 1 3
Has +2 Attack while you have Spell DamageThey'll be MUCH easier to use once they add the spirit thumb.
Stormforged Axe Common Shaman 2 2 3
Overload: (1) Yo, that's a nice axe.
Ice Breaker Rare Shaman 3 1 3
Destroy any Frozen minion damaged by this. A great way to end a conversation.
Jade Claws Rare Shaman 2 2 2
Battlecry: Summon a Jade Golem. Overload: (1) "Best manicure ever!" - Aya Blackpaw
Powermace Rare Shaman 3 3 2
Deathrattle: Give a random friendly Mech +2/+2. People assume that shamans control the elements, but really, they have to ask them stuff and the elements are like, "Yeah ok, sure."
Charged Hammer Epic Shaman 4 2 4
Deathrattle: Your Hero Power becomes 'Deal 2 damage.' You can only pick it up if you are worthy.
Doomhammer Epic Shaman 5 2 8
Windfury, Overload: (2) Orgrim Doomhammer gave this legendary weapon to Thrall. His name is a total coincidence.
Hammer of Twilight Epic Shaman 5 4 2
Deathrattle: Summon a 4/2 Elemental. Stop! It's Twlight Hammer time.
The Runespear Legendary Shaman 8 3 3
After your hero attacks, Discover a spell and cast it with random targets. When asked what the runes do, the tauren smith smiled: "A little of this, a little of that..."
Showing all 9 cards
Stormforged Axe(152).png
Ice Breaker(61813).png
Doomhammer(172).png
The Runespear(76869).png


Uncollectible

For Wild format listings, see Shaman/Wild format

The following weapons are generated by other shaman cards or effects, and are uncollectible. No results


Leveling rewards[edit | edit source]

As a hero reaches various levels they are awarded new cards, with each class having its own rewards. All cards awarded by gaining levels are soulbound, and cannot be crafted or disenchanted.

Levels up to 10 award new basic class cards, while levels after this award only golden versions of existing cards.

Starting cards[edit | edit source]

All shaman start with the following class cards.

Ancestral Healing(216).png
Frost Shock(233).png
Hex(270).png
Rockbiter Weapon(491).png
Windfury(146).png

Level 2-10[edit | edit source]

Up to level 10, reaching each even-numbered level will award the player two copies of a new Basic class card. These cards are not obtainable through any other means.

Bloodlust(256).png

Level 2
Flametongue Totem(390).png

Level 4
Totemic Might(367).png

Level 6
Windspeaker(151).png

Level 8
Fire Elemental(636).png

Level 10

Level 11-60[edit | edit source]

Above level 10, reaching certain levels will award golden versions of existing Basic cards. As they are uncraftable, it is not possible to disenchant these cards, making the reward purely cosmetic. Reaching each required level will award one golden card. Levels after 10 award golden Basic class cards, whereas levels after 50 award golden Basic neutral minion cards.

Ancestral Healing(216) Gold.png

Level 15/20
Windfury(146) Gold.png

Level 23/26
Totemic Might(367) Gold.png

Level 28/30
Frost Shock(233) Gold.png

Level 32/34
Rockbiter Weapon(491) Gold.png

Level 36/38
Bloodlust(256) Gold.png

Level 40/42
Flametongue Totem(390) Gold.png

Level 43/44
Windspeaker(151) Gold.png

Level 45/46
Hex(270) Gold.png

Level 47/48
Fire Elemental(636) Gold.png

Level 49/50
Magma Rager(362) Gold.png

Level 51/52
Frostwolf Warlord(604) Gold.png

Level 53/54
Booty Bay Bodyguard(27) Gold.png

Level 55/56
Frostwolf Grunt(663) Gold.png

Level 57/58
Reckless Rocketeer(560) Gold.png

Level 59/60

References[edit | edit source]


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