Just hit legend playing Nature Shaman. The meta has gotten a bit slower with Demon Hunter effectively a dead class. I saw 1 on my D5-L run as Shaman. Rainbow Death Knight is running rampant right now, so warrior is at an all time low. This created a perfect meta for Nature Shaman to shine.
I will give some thoughts on the climb before I talk about the match ups. The deck is insanely powerful. This type of damage output is something I thought I would never see in standard. The fact that there were games where I did 30+ damage by turn 4-5 honestly made me feel a bit bad for the other player. For 99% of games I did not interact with my opponent or their board unless I was going off and winning. There were a few times where I would kill a minion or put some frogs up to block. But, those moments were few and far between.
Is the deck too good? As much as I complain about the state of the game… no, it is not. For a very simple reason. There are 2 neutral cards that 100% gimp the combo. I had a WheelLock play Speaker Stomper against me and it was a blowout. I died to 8/8s before i could find my 2nd Flash. If you barely ever see Shaman then don’t tech them in. if you are seeing it all the time, put those bad bois in. It is tradable, making for a low investment for getting to massively hinder a strong deck.
Good Match Ups:
Warlocks. Both pain and wheel Warlock crumple to Nature Shaman. PainLock allowed me a couple turn 4 wins on the climb. The very very very odd thing is that TWICE, WheelLocks traded Speaker Stomper on turns 1 and 3. I was absolutely dumbfounded.
Death Knights. Every DK I ran up against was running heavy control and never put me on much of a clock. The couple times I lost to a DK were from either terrible draws or the most unlucky frost plagues. For the most part though, they are easy wins.
Priests. Unless the priest gets an insanely aggressive start they are often 1 turn too late with their free turn. Not a free win, but definitely in Shaman’s favor.
Druids. So slow that you can go off turns 7-9 building up a perfect hand. Even if they gain 10+ armor a curated hand can do enough damage. If they get numerous armor spells you do get into some serious trouble. I had to kill a couple over the course of two turns.
Rogues. They draw for a bit and then you kill them. I think I dropped 1 game to rogue from never seeing Flash of Lightning.
Demon Hunters. I literally saw 1 or 2 on my climb. The weapon putting them back a turn just made them too slow. I don’t know if it is a good or bad match up since I have so little data.
Mages. They draw cards and then you kill them. Literally every game went this way. I dropped a couple games to a hyper aggressive elemental Mage build which I couldn’t even be mad at. Put that pressure on!
Paladins. I think I saw 2 during the climb. Too slow. They buff their hand then die.
Bad Match Ups:
Warriors. Just… all of them. You can steal a game here or there if they get bad draws and do not see armor gain. For the most part just assume it is a loss.
Hunters. The aggressive variant can mop you up on turn 4-5 if you do not disrupt them a little. It is nowhere near as bad as the warrior match up. Egg hunter is too slow and dies. But, I barely see egg Hunter.
Other Shamans. These are neither good nor bad match ups. It is just a game of who gets their combo 1st. I went with a more aggressive build, so I often got mine 1st. Surprisingly, I barely saw any.
Here is my build. I completely disregarded the long game in favor of making sure I assembled Exodia as fast as possible. Will answer any questions.
OTK
Class: Shaman
Format: Standard
Year of the Pegasus
2x (1) Flowrider
2x (1) Lightning Bolt
2x (1) Lightning Reflexes
2x (1) Novice Zapper
1x (1) Overdraft
2x (1) Pop-Up Book
2x (2) Amphibious Elixir
2x (2) Ancestral Knowledge
1x (2) Bloodmage Thalnos
2x (2) Cactus Cutter
2x (2) Dryscale Deputy
2x (2) Flash of Lightning
2x (2) Kobold Geomancer
2x (2) Needlerock Totem
2x (2) Wandmaker
2x (5) Crash of Thunder
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