Shaman - turn 1-4 discussion

I'm not the best Shaman, but I've played the class a fair amount.

Midrange Shaman

Without Coin Turn 1: Zombie Chow Turn 2: Haunted Creeper Turn 3: Powermace, Feral Spirits(against Hunter and against Zoo if no turn 4), Harvest Golem, Flametongue(if turn 2 Haunted Creeper) Turn 4: Shredder, Fireguard, Argus, Flametongue(if turn 3 Wolves)

With Coin Turn 1: Earth Stock, Rockbiter, Zombie Chow, Haunted Creeper(if turn 2 play) Turn 2: Haunted Creeper, Flametongue(if turn 1 Haunted Creeper), Coin Powermace Turn 3 onwards is the same as without coin

Mulligan Notes I typically avoid reactive cards if I'm on the play. However, I'll keep 3 damage cards if I expect something like a Mechwarper, Cleric, Mana Wyrm, or Knife Juggler.

Turn 3 Feral Spirits is not particularly good except against Hunter. Against Zoo, it depends on their board.

I toss back Flametongue unless I have Creepers or maybe Wolves. Wolves is a maybe because you can't afford to do nothing until turn 3 in some matchups.

Mech Shaman

Without Coin Turn 1: Cogmaster Turn 2: Mechwarper, Zap-o-matic, Annoy-o-tron if no other play Turn 3: Powermace, Spidertank, Tinkertown, Shredder(if Mechwarper is in play) Turn 4: Shredder, Fireguard, or Fel Reaver(if Mechwarper is already in play)

With Coin Turn 1: Cogmaster, coin Mechwarper(against Paladin and Hunter), coin Zap-o-matic Turn 2: Mechwarper, Zap-o-matic, Annoy-o-tron, coin Powermace Turn 3 onwards is the same.

Try to avoid coin Mechwarper against classes that can do three damage turn 2. Always a safe play against Pally unless they played a one drop. Against Hunter, it's okay if they Quick Shot it because that means they don't play Scientist instead. Play it if you have no turn 2 otherwise though. The deck needs to apply early pressure to win.

/r/hearthstone Thread