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Even Shaman deck list guide - Boomsday - Hearthstone (September 2018)

How to play Even Shaman in the new Boomsday meta.

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About John Bedford

John is Metabomb's Editor in Chief, and is responsible for all of the Hearthstone news, features and guides content on the site.

Our Even Shaman deck list guide features the best deck list for Season 54 of Boomsday (September 2018). Our Even Shaman guide also contains Mulligan advice, card combos and strategy tips.

Even Shaman was a new Hearthstone deck to hit the meta when The Witchwood launched back in April. It bounced back and forth from being true aggro to an Elemental-orientated deck in the early days of the expansion, and that tradition is very much carried forwards into the Boomsday meta.

In the sixth edition of our Even Shaman guide, we're bringing you the most powerful deck list that's seeing play in the current meta. We've also detailed strategy advice for handling different opponents on the ladder, Mulligan advice, and we've also got a rundown of every card combo contained in the deck. That should give you everything you need to get on top of the latest version of the deck..

If you're still struggling to get off the blocks with this deck, sign up and post a comment at the bottom of the article. We'll do our best to get you started and answer any questions you have.

UPDATE - SEPTEMBER #1

It's taking a little while for Even Shaman to find its final shape in the Boomsday meta, but we've updated our guide with a version that we think should prove pretty potent. We've also tweaked the rest of the article to reflect the changes we've made.

Thanks to James Pickard who provided additional reporting for this update.

Even Shaman deck list and strategy

This is the breakout Even Shaman deck list that's proving the most popular and competitive on the Standard ladder. We'll have another update on its progress for you later on in the month.

ShamanNeutral
2 x Zap!2 x Dire Wolf Alpha
2 x Earthen Might2 x Knife Juggler
2 x Flametongue Totem2 x Corpsetaker
2 x Murkspark Eel2 x Saronite Chain Gang
2 x Primalfin Totem2 x Arcane Dynamo
1 x Hex1 x Genn Greymane
2 x Thunderhead2 x Sea Giant
2 x Fire Elemental
1 x Al'Akir the Windlord
1 x Kalimos, Primal Lord

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAaoIBCD+BfPCAs30Ag29AdMB2QfwB7EIkcECm8sClugClO8CsPAC9vACj/sCk4ADAA==

General strategy

Even Shaman is all about taking and controlling the board from the early game while going progressively wider so you can drop a very cheap Sea Giant as soon as possible. You have many ways to generate token creatures quickly, from cards like Primalfin Totem or your reduced cost hero power courtesy of Genn Greymane.

Maintain that control into the mid to late-game and you should be able to defeat your opponent before they have a chance to respond. You also have some strong late game options to close out a game with, thanks to minions such as Al’Akir the Windlord and Kalimos, Primal Lord.

Early game: You’re all about fighting for the board in the early game with your selection of strong two-drops. Murkspark Eel is perfect to swing the tempo of the game in your favour as it has a pretty good chance of taking out one of your opponent’s creatures as it comes down. Meanwhile, Flametongue Totem is great at buffing your early token minions and totems.

Your two early game spells are also great at putting you further in the lead. Zap! deals two damage for zero mana, and so allows you develop a board while clearing your opponent’s side. Elsewhere, Earthen Might is a strong buff card that’ll allow your minions to survive trades and stick on the board, but don’t worry too much about getting the bonus effect off. The stats are more than enough.

Mid game: You should have pretty strong board control by this point and your mid-game plays will only look to extend this position further. If you’re running Al’Akir the Windlord, then you can provide some defense to the board you've built. Saronite Chain Gain, meanwhile, can protect any surviving creatures from the early game, while giving you an even wider board that could set up a big discount on a Sea Giant.

If you have established a dominant board presence then you can use Arcane Dynamo to hunt for a Bloodlust for a finisher. As it costs five Mana you can’t run it normally, but there’s a decent chance of finding it with the minion’s discover effect. That or The Storm Bringer are good finds!

Late game: If you do need to slip into the late game then two big Legendaries could be your saving grace here. Al’Akir the Windlord can offer some surprise burst damage, while Kalimos, Primal Lord offers a couple of invocations that wipe your opponent out for good by going for direct hero damage, or refilling your side of the board with elementals.

Here are some tips for handling specific opponent types in the current meta:

Aggro Opponents

Some words of advice for defeating aggro opponents:

  • 1. Take more of a control approach in the early stages, trading up with your minions where possible, or using spells to gain a lead.
  • 2. If you’re able to get a Sea Giant down very early it’s sometimes worth sending it directly at your opponent’s life total, as their little minions will struggle to deal with it quickly enough.
  • 3. Saronite Chain Gang is excellent at stalling the faster decks you may come up against.
  • 4. If you get desperate but are still holding on by turn eight, a well-chosen Elemental Invocation can wipe out your opponent’s board or give you a burst of healing to help you turn the corner in the match.

Control opponents

Here are a handful of tips when facing control decks on ladder:

  • 1. Try to punish the slower decks by developing a strong board early on and whittling down their life total quickly.
  • 2. Do keep their board clears in mind, though. If you sense one is on the way, try to force them to use it while not committing too many of your own resources into it.
  • 3. Other stalling cards to be aware of are the likes of Spreading Plague, which can set up a huge wall of frustrating taunts if you play into it on turn six.
  • 4. The deck only has one Hex, so make sure you save it for the biggest threat you expect to be dealing with in the game.
  • 5. Again, if you reach turn eight, consider the best Elemental Invocation for the situation. Will that six hero damage bring you close enough to a kill next turn, or would you be better reloading your side of the board again?

More Shaman guides:

Even Shaman Mulligan guide

You’ll want to go digging for any of your early game two-drops in your opening Mulligan to start building a board presence as fast as possible.

  • 1. Murkspark Eel: A two-drop with excellent stats that also comes with the added two-damage bonus that can take out many other early-game minions.
  • 2. Primalfin Totem: A powerful token generator. If your opponent is unable to remove it it has some strong synergies with your other early drops.
  • 3. Knife Juggler: Considering the number of inexpensive minions and totems you’ll be summoning this should get a good number of throws off.
  • 4. Flametongue Totem: Perfect for buffing your cheap minions and tokens to trade up into your opponent’s early game drops.
  • 5. Dire Wolf Alpha: Provides a similar function to the totem listed just above this entry.

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Even Shaman tips, combos and synergies

Chances are you won't have played a Shaman deck quite like this before, so let's run through the various combos that you have to play with using this version.

- Plan your positioning of Flametongue Totem and Dire Wolf Alpha carefully so that the weakest minions gain the benefit of the buff. You might need to sacrifice a few minor minions into something larger at some point, and you'll want that buff to keep rolling into your feeblest creatures.

- Murkspark Eel can be used as a fantastic early game ping. If you're lucky you might pick something clean off the board while building a board presence of your own.

- Whenever a minion is played or summoned onto your side of the board, Knife Juggler will fling a dagger at a randomly chosen enemy target.

- This deck list only contains even-cost cards, and so Genn Greymane reduces the cost of your Hero Power to one Mana. That means you can start using this on odd-Mana turns to build a growing board of totems.

- If the target of Earthen Might is classified as an Elemental then not only will it be buffed, you'll also draw into an Elemental card.

- If you want to achieve the bonus effect of Kalimos, Primal Lord you need to have played an Elemental class of minion on the preceding turn. Factor this requirements into your planning with care.

- Play Arcane Dynamo and you'll be able to Discover a random spell that costs five Mana or more. Your big hope here is for something like Bloodlust, which will significantly boost the power of your otherwise rather minor minions.

- If Thunderhead is out on the board, any Overload cards you play will cause a pair of 1 / 1 Rush minions to spawn. Zap! is your prime card for feeding this effect.

- Sea Giant costs one less Mana for each minion - friendly or otherwise - that's currently out on the board. Sometimes you'll have to do your maths quite carefully to see if it's possible to bring this mighty minion into play.

Card choices and substitutes

A lot of the Shaman’s most powerful even-cost cards have already made it into the list, though there are a couple of possible swaps depending on the popularity of decks on ladder:

Earthen Might: A solid +2/+2 buff for two mana on some of your early game minions. You can look at running a few more early game Elementals such as Menacing Nimbus to give you a better chance of triggering the bonus effect.

Murkspark Eel: A very good stat line gives it a good chance of survival after a trade, plus that two damage on play can help take out one of your opponent’s early drops.

Corpsetaker: With Al’Akir the Windlord in your list this card will get a whole host of bonuses that’ll slow down your opponent’s deck. Not a vital inclusion if you want to lean on more Elemental cards instead.

Thunderhead: This new Boomsday Project card can offer some serious tempo if you’re running a lot of Overload cards. Zap! works incredibly well with it for some burst damage on a minion, but the synergies are limited unless you also decide to run cards like Lightning Bolt and Stormforged Axe.

Arcane Dynamo: The purpose of Arcane Dynamo is to give you a way to find either Bloodlust or The Storm Bringer to finish your opponent, as they are both odd-cost cards.

Genn Greymane: An essential part of the deck to make it Even Shaman. This reduces your hero power to one mana so you can pump out more totems to be buffed or build towards Sea Giant.

Al’Akir the Windlord: Offers some surprise burst – especially when paired with Flametongue Totem on turn ten – and gives Corpsetaker a tasty group of keywords to draw on.

Kalimos, the Primal Lord: Give you a selection of finisher or comeback options but you might want to run a few more Elemental cards to ensure you can trigger it. Hagatha the Witch is a sensible replacement if you want something more consistent.

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