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.
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.
Hero Power[edit | edit source]
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.
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]
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]
|Name / Desc||Rarity||Class||Cost||Description|
Restore a minion to full Health and give it Taunt. I personally prefer some non-ancestral right-the-heck-now healing, but maybe that is just me.
Give your minions +3 Attack this turn. blaarghghLLGHRHARAAHAHHH!!
Deal 1 damage to an enemy character and Freeze it. FROST SHOCK!
Transform a minion into a 0/1 Frog with Taunt. If you Hex a Murloc... it really isn't much of a change, is it?
Give a friendly character +3 Attack this turn. This would be real handy if your enemy is made of rock.
Give your Totems +2 Health. Totem-stomping is no longer recommended.
Give a minion Windfury. Windfury is like Earthfury and Firefury, but more light and airy.
Deal 8 damage to a minion. Overload: (3) Shamans always have the firmest handshakes.
Silence a minion, then deal 1 damage to it. Earth Shock? Shouldn't it be "Azeroth Shock"?
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.
Restore 12 Health divided randomly among all friendly characters. It's filled with electrolytes!
Draw 2 Murlocs from your deck. Glow fish, war fish... blow fish, more fish...
Deal 3 damage. Overload: (1) Lightning Bolt! Lightning Bolt! Lightning Bolt!
Deal 4 damage to a minion. Restore 4 Health to your hero. Also good for removing pesky stains.
Deal 2 damage to a minion. Overload: (1) The material components for this spell are wool socks and a rug.
Give a minion "Deathrattle: Resummon this minion." It was just a flesh wound.
Freeze a minion and deal 3 damage to adjacent ones. One of our more snowbally cards.
Discover a Battlecry minion. A lot of shaman have started vaping their invocations.
Give a minion +2/+2. If it's an Elemental, add a random Elemental to your hand. Or it might not.
Summon two 2/3 Spirit Wolves with Taunt. Overload: (2) Spirit wolves are like regular wolves with pom-poms.
Deal 5 damage. Overload: (2) It's like an ocean of liquid magma in your mouth!
|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...
Deal 2-3 damage to all enemy minions. Overload: (2) An umbrella won't be effective, I'm afraid.
Give your minions "Deathrattle: Summon a random basic Totem." All that remained from the first kobold colony: a single talisman and the word "Flamestrike."
Deal 15 Damage randomly split across all minions. Overload: (2) Many young shaman summon a volcano as their first school project.
Give a minion +3/+3 and Freeze it. We'll thaw you out when we find a cure!
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.
Give your minions "Deathrattle: Return this to your hand." I guess you can say they’re… “soul survivors.”
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 30 cards|
The following spells are generated by other shaman cards or effects, and are uncollectible.
|Name / Desc||Rarity||Class||Cost||Description|
|Greater Sapphire Spellstone||Rare||Shaman||7|
Summon 3 copies of a friendly minion.
Summon 2 copies of a friendly minion. (Overload 3 Mana Crystals to upgrade.)
|Showing all 2 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Deal 3 damage. He can never take a bath. Ewww.
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.
Battlecry: Give a friendly minion Windfury. Is there anything worse than a Windspeaker with halitosis?
Can't be targeted by spells or Hero Powers. Makes a mean puff pastry.
Battlecry: Freeze an enemy. He may be frozen fish, but he fights fresh!
Overload: (3) Sometimes, the best defense is an offensive troll.
Windfury. Overload: (2) Westfall is full of dust devils. And buzzards. And crazed golems. And pirates. Why does anyone live here?
|Ghost Light Angler||Common||Minion||Murloc||Shaman||2||2||2|
|Hot Spring Guardian||Common||Minion||Elemental||Shaman||3||2||4|
3 Health. NONE SHALL PASS until at least an hour after eating.
Battlecry: Choose a basic Totem. Summon it. To truly understand candles, it takes YEARS of quiet contemplation.
Whenever you play a card with Overload, gain +1/+1. Unlike bound elementals, Unbound ones really enjoy a night on the town.
Battlecry: Add a random Shaman spell to your hand. Is she a frog that became a witch, or a witch that became a frog?
|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.
|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.
Battlecry: If your deck has only even-Cost cards, deal 2 damage. Makes shockingly good unagi.
Battlecry: Your next Battlecry this turn triggers twice. Déjà Dude.
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.
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.
Whenever you cast a spell, draw a minion from your deck. The tricky part is getting them to HOLD their shape.
Overload: (3) Nothing beats rock.
Costs (1) less for each mana crystal you've Overloaded this game. This minion goes all the way to 11!
Battlecry: If you played an Elemental last turn, summon two 2/3 Elementals with Taunt. He and his friends just want to rock out.
Battlecry: Destroy your Totems. Gain +2/+2 for each destroyed. When regular totem hours won't cut it.
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.
Battlecry: Return your other minions to your hand. They cost (1). The grumbling grew to a mighty rumbling, and out of the caverns the kobolds came tumbling.
|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.
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.
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.
|Showing all 29 cards|
Uncollectible[edit | edit source]
The following minions are generated by other shaman cards or effects, and are uncollectible.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Battlecry: Fill your hand with random Murlocs.
At the end of your turn, restore 1 Health to all friendly minions.
|Wrath of Air Totem||Free||Minion||Totem||Shaman||1||0||2|
Spell Damage +1
|Showing all 9 cards|
Weapons[edit | edit source]
Shamans have access to a limited range of weapons.
|Name / Desc||Rarity||Class||Cost||Atk||HP||Description|
Overload: (1) Yo, that's a nice axe.
Destroy any Frozen minion damaged by this. A great way to end a conversation.
Windfury, Overload: (2) Orgrim Doomhammer gave this legendary weapon to Thrall. His name is a total coincidence.
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 4 cards|
The following weapons are generated by other shaman cards or effects, and are uncollectible. No results No results
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
All shaman start with the following class cards.
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.
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.
References[edit | edit source]
Death Knight (special class)