With the release of Festival of Legends, new lists have emerged, as well as old decks that have returned to the meta. Discover the 3 decks with the best performance to guarantee the Legend of the month!
Shaman is definitely one of the most fun classes to play, murloc and totem decks have always been loved by Hearthstone players.
And finally, the class is strong in the meta, bringing the most fun list in this article (for me), the Totem Shaman!
In short, we are playing with an aggressive deck, so our main goal is to build a large board of totems. Then we'll power it up with some specific cards that increase the stats of our minions - more on that later.
The deck interacts very well with totems (as you can see), and in addition to extraordinary buffs with the aforementioned cards, we also have the chance to play great minions for 0 mana. I'm talking about the Gigantotem and Thing from Below, which cost one less for each totem you summon!
The main way to win the match is to strengthen the existing minions on our field. But rest assured, the deck offers numerous ways to do this.
Not to mention Rotgill, which grants a Deathrattle to all troops present on your board, giving +1/+1 to all minions whenever one of them dies.
We also have a secondary win condition with JIVE, INSECT!. When using this spell, it will transform some allied minion into Ragnaros the Firelord, but for Ragnaros to be a finisher, the opponent must have 8 or less life, and we will have to rely on the RNG for Ragnaros's effect to go straight into the opponent's face, ignoring opposing minions.
The mulligan will be based on your play style and opponent's deck.
If facing a control list full of removals, keep only the buff cards.
Now, if you're up against slow decks that wait for the last few turns to play big minions, you can press hard. Use minions from turn one like Tour Guide and Mistake, or even your weapon to threaten them.
If this deck caught your attention, I invite you to read a specific guide talking only about Totem Shaman, more detailed and with an explanatory gameplay video.
Frost Death Knight
Hearthstone's new class arrived during the Rise of the Lich King expansion late last year, and it's already in the meta!
The Frost Death Knight got its name because it only carries frost runes in its build. The deck was already well known last year, but it has been updated using some new Festival of Legends cards and is much stronger!
The previous version of this deck focused more on holding the game until you had a good amount of mana to cast several damage spells on the opponent's face.
Today, Frost DK works differently, closer to a midrange deck, with multiple minions, low or medium cost.
Basically, you want to drop at least one minion per turn, putting a little pressure on the opponent, or even doing good trades to clear their board.
The list itself doesn't have a specific finisher, but we can highlight some cards.
Considering you've managed to put the initial pressure on the opponent, leaving them with 10 or less health, Marrow Manipulator can be the key to winning. If you have 5 or more Corpses, Marrow Manipulator will deal 10 damage (5 shots dealing 2 damage to random enemies), and if the opponent has no minions to block this damage, all shots will go to the face.
Frostwyrm's Fury is another way to beat the game. If the opponent is threatening you with a board full of troops, use this spell to deal 5 damage to them, in addition to freezing their minions, nullifying the pressure for one turn.
Then (on the next round), just use the other copy of Frostwyrm's Fury, for a total of 10 damage. Let's say this is your main win condition: deal some damage to the opponent and hold until you have 2 copies of this spell in your hand.
The Mulligan on this list doesn't have many secrets, just play on the mana curve.
But it is logical that, depending on the opponent, we will change our preferences a little. Our deck offers several options for early turns.
This is perhaps the strongest deck currently, boasting over 58.8% win rate.
Pure Paladin has always been widely used by players, in the most diverse expansions, and it was no different with the Festival of Legends.
As the name implies, the deck is “Pure” Paladin, that is, without using neutral cards.
It's a pretty aggressive list, and its goal is to play numerous small minions, using spells or effects from other troops to boost stats or even grant Divine Shield to your board.
Even the weapon in the deck has this purpose, the Disco Maul.
We see that the focus of the deck is buffs when looking at spells, they all grant some kind of buff to your minions. Check out:
As is already clear, we don't have a specific wincondition.
Put a lot of pressure on the opponent in the first 4 turns, and then think of the best possible move to continue having an advantage in the game.
Look for the most one- or two-cost minions for your starting hand. I also indicate that you keep a Hand of A'dal on Mulligan if possible, it will draw a card, increasing the gas in your hand during the game.
Your Mulligan will always be done this way, regardless of your opponent's deck.
Conclusion and Bonus Deck
I'll leave an extra deck for Paladin fans, which is also strong, by the way. I won't comment much about it because the main focus is the Pure Paladin which is in the absolute top 1, but check out this list of Mech Paladin!
That's all for today! I'm open to comments in case of doubts or suggestions, until next time!