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Hearthstone Deck Guide: Even Shaman

Product: Hearthstone: Heroes of Warcraft | Developer: Blizzard Entertainment | Publisher: Blizzard Entertainment | Format: Android, iPhone, iPad, Board Game | Genre: Card battler, RPG, Strategy
Hearthstone: Heroes of Warcraft Android, thumbnail 1
A two-mana, 2/3 minion seems an unlikely card to build a deck around, but that's what happened with Even Shaman.

Murkspark Eel, the card in question, has a useful battlecry that can eliminate an enemy minion. And it turns out that using even-only cards lets you build a very effective version of the basic "minion shaman" beloved of many new players. Here's how it works.

Card Choice

2 x Earthen Might
2 x Flametongue Totem
2 x Murkspark Eel
2 x Primalfin Totem
1 x Hex
2 x Fire Elemental
1 x Al'Akir the Windlord
1 x Hagatha the Witch
1 x Kalimos, Primal Lord

2 x Dire Wolf Alpha
2 x Knife Juggler
1 x Vicious Scalehide
2 x Corpsetaker
2 x Fire Plume Phoenix
2 x Saronite Chain Gang
1 x Argent Commander
1 x Genn Greymane
1 x The Lich King
2 x Sea Giant

Deck code:

Now, this is an expensive build with a lot of legendaries. But a couple of them are no essential: The Lich King and Hagatha, for example, both do well but are not linchpins of the deck. And you can shed more, too, but they kind of come in packages.

For instance, Al'Akir is very powerful but he's what fuels the two Epic Corpsetakers. If you lack any of these three cards, you can leave them all out. Your deck won't be quite as good, but it's still playable.

It's a similar story for Kalimos. He works well because there's a lot of elementals in this deck, but he's very much a mid-range card. If you have other replacements that make the deck more aggressive, you can leave him out, too. Likewise for the Sea Giants.

That leaves you with Genn as the only essential legendary. Which he is, because it's his power that makes the whole "even" shtick work.

As for replacements, if you want to run a more offensive game, start by doubling up on the single cards, Vicious Scalehide and Argent Commander. Stormforged Axe isn't a bad shout either.

You can also push the deck the other way, toward more defensive play, with cards like Plated Beetled and Defender of Argus. Finally, one copy of tech cards like Spellbreaker and Acidic Swamp Ooze can often come in handy.


As an even-only deck, your first action is usually going to be to use your cheap hero power to summon a totem. As a result, buffing cards like Flametongue Totem and Dire Wolf Alpha make very tempting turn 2 plays. Keep them if you can.

The other keeper is Murkspark Eel which is one of the best early minions in the game. It's not spectacular but on turn two it gives you a solid body on the board while, hopefully, clearing your opponent's.

Against slower decks, Primalfin Totem is very powerful. With any luck it'll enjoy several turns of free 1/1 minions before your enemy can get hold of anything to destroy it. Corpsetaker is also tempting because it's such a potent card on both offence and defence. If you guess you're up against some big minions, hold on to a Hex.

If you're facing a faster foe, then your priority is to establish early board control. Vicious Scalehide and Earthen Might are great tools to help you do just that.

Play Style

This is a deck built for trading, and that's what you should do. The majority of the minions are high health or have Divine Shield so they're great for bulldozing away foes. That gives you time to develop some totems, which you can then boost or buff to join in the assault.

Although the deck is pretty aggressive, Taunt is a very useful tool. It runs several cards like Knife Juggler and Dire Wolf Alpha that work best if you can keep them alive to do their thing for repeat turns. Learning when to risk one early and when to save one to hide behind a Taunt wall is an important skill to master.

They also make position an important consideration. You can't just throw down minions from this deck. You need to think which ones will work best next to one another, planning ahead if necessary. Remember that totems summoned from your hero power always appear in the leftmost slot.

Shaman is famous for its powerful board clear spells, and this deck runs none at all. Instead, it tries to maintain board control both from sensible trades and direct damage. There are four 2-damage minions in the deck and they're great at sniping out problematic enemies. Add in Hex for emergencies and Knife Juggler plus your 1-mana totems for random chaos and you should be able to stay on top of things.

Unusually, Even Shaman does not have a clear "win" condition for the deck. Some of the legendaries come close: Hagatha, for example, can be used in combination with all the minions in the deck to out-value your opponent.

In fact, value is generally where the deck gains an edge. Between cheap totems and buffs, the aim is to simply outperform your opponent on curve through the course of the game.


Reviewer photo
Matt Thrower 21 June 2018
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