Wolf Shaman

  (Edited: )

Heya. I actually didn't think Hearthstone was gonna be very good. When I heard about it, I was like, "How good can a WoW card game be?" But when I saw Day[9]'s Control Paladin daily, I was like "How the hell does a card game warrant an hour and a half of video?" And so I watched, and it fascinated me. I immediately put in my beta key that I had been letting sit in my e-mail for a few months.

If you know about the three types of Magic player--Timmies, Johnnies, and Spikes--, then I'm a total Johnny. I build decks to express cool theories I had in my head, or sometimes I go Deck Artist Johnny and build decks as just artistic outlets.

Wolves are my favorite animal, and so I've built decks in other games that revolve around wolves somehow. I came to Hearthstone looking to do the same thing. Make a playable deck where wolves are at least somewhat central to it. And I think I've done it.

I win some and I lose some. There's waaay better out there I'm sure. But I like what I've done so far.

This is a Shaman deck that uses every wolf and Worgen in the game (minus the wolves Hunters get of course). No taking wolves out just because there might be a better non-wolf card that does the same thing. Consider that a constraint I've put on myself for this deck. It must use every wolf and Worgen possible. (Maybe someday if I get Hogger, I'll put him in too.)

The earliest version of this deck was just wolves and big Taunt creatures to keep the wolves alive. Over time, I found I could just take out the big taunt creatures and put in creatures that buffed stuff, to buff the wolves. I had been using Ancestral Healing from day 1, but found that it was pretty much useless to me in every game I played.  On the rare occasions I did use it, it was to turn a relatively weak creature into a Taunter out of desperation. So as I learned that that was a weakness in this deck, I took it out. I was also having problems with people who built up a lot more creatures than me, and they would just kill everything I put out with their superior numbers. So to fill in that gap, I just recently put those Lightning Storms in

How to play itEvery non-wolf creature in this deck is for mid to late game. So when picking, you probably want to get rid of anything higher than 3 drop. IE, any creature that isn't a wolf or a totem. And maybe even get rid of the 3-drops if you don't see yourself needing them in the first few turns. (This is probably true of every deck, but I wanted to emphasize it.) Along with wolves and buffing creatures, it also has some control in it. Hex for annoying or big creatures. Lightning storm if you're worried about them outnumbering you.

This is a very situational deck it seems. You tend to change your playstyle according to what comes out, both for your opponent and for yourself. If I get a Worgen Infiltrator first turn, I keep him on the field until I have something to buff him or protect him. For example, I'll start swinging with him immediately as soon as I get Feral Spirit out. I'll start playing him, playing buffing things on him, playing Wolf Rider, etc. Basically playing and buffing the fragile ones, like Worgen Infiltrator and Wolf Rider behind Feral Spirit. Raging Worgen is difficult to use, because you have to fanagle him just right in order to get his Enrage to activate without losing him to the enemy's control or to a 3-attack creature.

Another combo I use is to get the spirit wolves out with Feral Spirit and then drop a Dire Wolf Alpha or Flametongue Totem between them on 4th turn. You're locked down to 2 mana anyway from using them, and both of those are 2-drops.
After those kinds of shenanigans, you can start getting those Shattered Sun Clerics and Dark Iron Dwarfs to buff whatever it is you need to. The Shattered Sun Clerics give both an attack and a defense, so you can use those to keep the fragile ones alive in some situations. You're most likely buffing the wolves and Worgen, but it's always situational. And if you can manage to get a good number of creatures out, dropping totems when you have spare mana, you can pull out a big damaging move with Bloodlust.

Another one of the weaknesses of this deck that I noticed was endgame, I was having a shitload of mana and nothing to spend it on. So I put in that Mana Tide Totem. If you can keep that alive, say behind some spirit wolves (or if your opponent simply ignores it), then all the extra cards you're drawing will prepare you to use up all that mana in the endgame by dropping a buttload of creatures on the field. I put in that Totemic Might when I realized I was starting to lean more and more on totems. (I didn't have any totem cards in my deck at first.)
Since you're using a lot of single-target buffing creatures and creatures and totems that buff whatever is next to it, positioning is very important in this deck. Always try to place your creatures while keeping in mind the possibility that you'll draw a Flametongue Totem or Dire Wolf Alpha to drop somewhere between them. Or maybe you'll have two Dire Wolf Alphas next to each other that you can swing with, and then drop a Wolf Rider right between them to swing with that. Or maybe you'll know your opponent can kill one of your 1-defense creatures next turn, so after you attack with it, you may choose to drop something with higher defense to the side of it, so when it dies, it slides over next to the Alpha or Totem in question. You actually see me do something like that in this video.

Anyway, sorry for being long winded. I really wanted to show this off because I'm proud of it. :P Enjoy.