A Standard version of Aggro Shaman which was easily one of the most powerful decks in Hearthstone history. It's predominantly played in Standard where removal tools and powerful minions are more limited as the class has access to a lot of early game pressure. This is in large part thanks to the likes of Tunnel Trogg, Totem Golem, and Flamewreathed Faceless. At its height it was almost reminiscent of the Secret Paladin days of old when our Mysterious Challenger clad opponent still had the "perfect" curve all the way through turn eight.

General Strategy

Counter Strategies

  • Almost every other deck in the game is simply going to try and deal with your pressure and remove minions.
  • Some do this better than others, but it’s almost always in your best interest to keep pushing damage and let them play from behind.

 

Unlike many other of the pre-Standard meta archetypes, Aggro Shaman didn’t really lose any tools. So when Whispers of the Old Gods granted us a four mana 7/7, it really took off in power.

When perfectly curving out it is incredibly difficult for any deck out there to stop the Shaman from winning very quickly. Ideally, it seeks to win between turns five and eight

Standard vs. Wild

Overall, in Wild you have a bit more spell damage from hand, so make sure to push for as much face damage as possible with your minions.

The Standard version is a bit slower, but you still need to make sure to trade as little as possible.

Playstyle, Tips, and Notes

Don’t miss a turn! Make sure you have a drop for each turn or a selection of minions/spells that allow you to use your mana well. Failing to do so is how the Aggro Shaman usually loses.

Archetypes that have a lot of early game removal or disposable minions are ones that you’ll struggle against. You may have to push a bit harder and focus everything you have on face damage. It may take some time to get used to losing with an Aggro deck. Frequently you won't get out damaged, you'll simply run out of cards to play.

Mulligans

As we just said, a curve is important. But we’re generally looking for all one, two, or 3-Cost minions aside from Abusive Sergeant which we’d rather use to buff a minion that’s already on the field.

You can also consider keeping Doomhammer if you know you’re against Control as it can be hard to finish them off without some burst.

Mulligans are extremely important. If you find yourself losing, try being more aggressive with your selections.

Tech/Replacement Cards

This deck is actually really solid. Variations from the main list are uncommon. 

Matchups

 

Positive Neutral Negative
Tempo Warrior Midrange Shaman Control Warrior
Token Druid Aggro Shaman Dragon Warrior
Midrange Hunter Freeze Mage C'Thun Warrior
Renolock Tempo Mage  
C'Thun Druid Zoolock  
Beast Druid    
Miracle Rogue    

 

Frequently Asked Questions (FAQ)

When should I trade minions?

Almost never. The rare situation when you might consider it is if you're against an equally aggressive deck. And even then, you really don't want to trade unless either the minion you're attacking with will survive or you're giving up an almost dead minion to take down one of theirs at full health.

Why is Aggro Shaman so bad against Warriors?

To be fair, it's mostly slightly unfavored against Warriors with the exception of Dragon Warrior which can usually crush it by removing the Shaman's early game minions. But as a whole, Armor Up! naturally counters what an Aggro Shaman wants to do.