Part One: A brief discussion of the Shaman profession
In my opinion, the Shaman is a very comprehensive profession in "Hearthstone", with excellent low-cost spells and weapons that can suppress early warlocks and thieves. In the middle and late stages, you can use Fire Tongue and Hex to exchange for the Druid's big followers, thus gaining the advantage of the scene. With milk knights and priests, you can also rely on totems to take advantage of the situation.
The current stability of my Shaman cards in "Hearthstone" is very high. When I was competing for legend at level 5, I only lost about 7 out of 30 games. In the third phase of the Multiplayer Grand Prix, from the group stage to the finals, my Shaman's record was 13 wins and 2 losses. In the semi-finals and finals, my Shaman record was 5 wins and 0 losses (the semi-finals were bo3, the final was a KOF format), including 6 wins and 1 loss against Druid, 2 wins and 0 losses against Warriors, 2 wins and 1 loss against Cavaliers, 2 wins and 0 losses in Civil War, and 1 win and 0 losses for Priest. Of course, we cannot rule out the possibility of luck in some of the games, but in general, Shaman is still very comprehensive, because most of the time it still wins the game very reliably!
My main idea for Shaman battles is to control the field. Since the shaman's totem is very fragile, the opponent's followers can exchange for the totem at a relatively small cost. If the opponent has followers on the field, it will pose a great threat to the shaman. Therefore, it is necessary to clear the opponent's field every turn. When the shaman controls the scene (he has 2-3 followers or totems, and the opponent has no creatures), it is very difficult to get rid of the opponent except for AOE clearing the scene. Because if the opponent plays a follower, it will be easily replaced by the shaman's spell or Fire Tongue + Totem. Before the shaman uses magic, the opponent is also very afraid of playing a big follower. By maintaining control of the field at all times, you can exchange for the opponent's followers with lower consumption, earn card differences, or continue to expand your advantage to win the game.
Part 2: Deck Introduction
1 fee: 6 cards
Petrified Weapon*2 Lightning Bolt*2 Silver Squire*2
Petrified Weapon and Lightning Bolt are two very good removal cards in the early stage. They can clear out most minions with 2-3 fees. The difference is that Lightning Bolt requires 1 overload point. Although petrified weapons may consume the health of some heroes, in the early stage, it is a good choice to lose health in exchange for a scene advantage. These 6 cards are all cards that need to be kept in the starting hand. If you get the Silver Servant, it will be a good start, because in many cases he can get buffs in exchange for the 2-3 fee minions on the opposite side.
2 fee: 8 cards
Thundercast Battle Ax*1 Blood Mage*1 Engineer Apprentice*2 Loot Hoarder*2 Firetongue Totem*2
The 2 fee includes all my draw cards, a total of 5. These draw cards can help me get through the early stages and provide card supplements. They are really great cards. In this profession that lacks draw cards, Engineer Apprentice and Loot Hoarder are very important. While the blood mage provides card supplements, it can also cooperate with the shaman's spells to deal considerable damage, and it can be considered an MVP-level card in the deck. As for weapons, it is very useful when encountering back-end thieves and 3/2 minions. It can not only clear out the opposing minions, but also cause continuous pressure on the scene for 2 turns. But if you get it later, it will have less effect, so I only brought 1. Tongue of Fire is a core card of Shaman, and its combination and usage will be explained in detail later.
3 fee: 6 cards
Magic*2, Lightning Storm*2, Wheat Field Golem*2
The cards here are all very good. Hex is quite an excellent combination of a direct kill card and a silence card. Lightning Storm can be combined with spell power to produce 3-4 points of AOE at 5 charges, which is quite impressive, but it is not recommended to use it directly on 3 charges unless the situation is too collapsed. After being weakened by the setting sun, Wheat Field Golem is definitely a 3-cost trump card. It is a card that can often earn card advantage. It can also occupy the field and give 4-cost followers a chance to buff.
4 fee: 4
Argus Defender*2 Dark Iron Dwarf*2
2 excellent buff followers, which can strengthen totems or low-cost followers. Since the shaman comes with its own totem, don't be careful as there will be no followers to buff these cards.
5 fees: 3 cards
Sylvanas*1 Earth Element*2
Earth elements rarely have the opportunity to play at 5 fees.Because if you enter the game at 5 mana, your 6 mana turn will do nothing. Since Fire Elemental is a very high-quality card at 6 costs, 5-cost Overload is not a good choice! Of course, if you are sure that your opponent cannot get rid of your Earth Elemental in the next turn, you can also use it on Turn 5. But now there are many people playing ace hunters and black knights! The Queen is an excellent card played at 5 charges. She can often reverse the early disadvantages, or consolidate the early advantages, or check and balance the opponent's Queen! It is really a rare and good card.
6 fee: 2 cards
Fire element*2
Enter the field to deal 3 points of damage. The 6/5 figure is also very good. Entering on time in the 6th round will bring huge pressure to the opponent. What's rare is that Fire Elemental is a very cost-effective card that doesn't require overloading. Basically every shaman will also bring him.
8 fee: 1 card
Firelord Ragnaros*1
This card will be the last trump card of the deck! Even in order for him to play safely, you can use the earth element to force the opponent's direct killing card. The big screw is a way to end the game. You can also gamble on luck when the situation is very passive. If the opponent cannot get rid of this card in time, it will bring us a very big advantage in "Hearthstone".
More "Hearthstone" card combination introduction: http://www.wankr.com.cn