With the new version of Tavern Wargames on the horizon, the Arena has also been updated in tandem with the big patch, as promised by the designers. The next version will be available to players on December 4th.
The overall strength of the Arena may decrease as the Treasure Hunt system bids farewell to JC and the Dragon version of Primitives will “pollute” the card pool.
The following is the key information about the new version of Shaman that I have compiled to share with you.
Card Pool:
- Dragon’s Descent
- Psychic Academy
- Legendary Music Festival
- Titan Gods
- Adventures in the Resort
- Deep Darkness
Environmental Changes
Retreat Environment Focus Cards

The powerful Excavation system exits the environment, which excelled in tempo and sustain, with very high single-card strength and relatively low importance of Four Treasures. The powerful untap card Finley (the mighty Pit Wall) has also left us.
At the same time, the strongest orange card Dai Jr. has also left us, and we can no longer pray for a Nine Frogs topdeck Shaman.
The quality sustain cards Water Cutter and Reliable Companion, the powerful discovery card Amphibious Potion, the top return card Tumbleweed and the all-in-one Step Shift Hill are also out of the environment together.
The Elemental System, which underperformed last version but is still worth mentioning, is now out of the environment.
Environmentally focused decks

Premium resource cards Lightning Reflexes, sustain creatures Thunderbolt Jumping Frog, top weapon Thunder Hammer, premium return cards Torinir Hatchling, Tide Reversal, the
Premium buff Storm Rage, one-way AOE Avalanche, and Conductor Link, which has a strange effect, and the Dragon system’s premium untap card Lightning Spit.
The Strongest Orange Card

1.Nubodon the Seer
Slightly lossy build with a necrotic effect that summons a landmark with 2 durability points. After the landmark comes into play, the first spell you cast will be recorded, and the landmark can cumulatively release this spell 2 times. If the spell cast is a discovery spell, the choice of discovery can be determined independently, and the pointing spell can choose its own target, similar to Naga Pupil.
This version has Nebula, Frost Pendulum, Meteor Storm, and other quality big spells that lend themselves to multiple repetitions. Although there are fewer tumbleweeds than in the previous version, and the card’s cap is slightly reduced.
However, it is also good with some quality minor spells such as Beginning Study and Malt Magma.
Derivatives:
2.Mentor Fire Heart
The classic orange card that lasts forever. With the increased strength of New Age cards, Shaman’s spell quality is second to none among all professions. Though the core series of Lightning Quintuple Whip is no longer available and is slightly lacking in the direct damage department. Whether you’re looking for a small to medium spell set for sustain or a key big spell (such as Nebula), it’s an easy win.
Delayed use can increase the cap if appropriate.
Quality Single Card Recommendations

1. Nebulae


Since the advent of Dai Jr. there has never been a Shaman card in the arena with a higher win rate than him. Until …… Nebula came out.
The same version also introduced outrageous matchup cards like Splintering Starstone, which those who experienced the last version will surely know all too well.
The model of high-cost spread cards is expanding at an alarming rate, from Genesis Force and Eye of the Storm, to Arcane Defender, Gathering Spectators, Crystalline Junction Accumulation, Dazzling Performer, Long Ago …… and so on, arena players have become numb to the intensity that needs no introduction. Due to the discovery mechanic, you can only look for your profession and neutral decks, but Shaman doesn’t have an 8-cost follower in this version, so it’s all neutral. Among them, Splintered Star Rock and Cologne Garn are the most frightening, and Magic Potion Beginning Dragon is not bad, and the other cards are basically no worse than 8-cost white boards. Brainless take on the end, can not be found, shaman first card, incomparable.
2. Wind Lord’s pipe number

The strongest weapon, the dead rider has a single solution called annihilation, 2 fees to destroy a follower, 3 points of damage to your hero, tube number is basically equal to the 6 fee single card 4 times annihilation, annihilation itself is the supermodel single solution, but also stacked 4 times, supermodels to no side. It can also be used as a high-quality damage kill, with the addition of attack cards can double the benefits, swinging the hammer uncle is back.
Shaman this version of the only tide reversal of this attack, but there is also a small probability of derivation of other professions of the attack card, will not be listed.

3. Thunder Hammer

Extremely powerful mending weapon that can often reach multi-frequency mending while avoiding taking too many wounds, and also has high direct damage in the open field.
4. Lightning reflection
Not even for a moment mourning the death of the excavation, immediately rushing to the battlefield were the lightning reflexes.

These are all the natural spells for this version of Shaman, remember to exclude Lightning Reflection when using them. Lightning Reflection’s strength relies heavily on the core series of Lightning Storm, Demon Spells, and Lightning Arrows, and not having the core series is a huge loss. Even the Giant Tumbleweed in the Barren Lands has been retired from the environment, and the quality of Lightning Reflex’s untap is in dire straits. The AOEs that are usually easy to use on the turn are Meteor Storm, and Lightning Bolt, which has a rather harsh precondition. And while Lightning Spit is high quality, Dragons aren’t always available, even though there are a lot of them in this version, and many of them don’t have a high grab rate because the models are too old. There are more wasted cards in the pool, such as Whiskering Lightning and Sculpting Runes. Thunder Bloom is honestly weak as well, but occasionally somewhat useful. Therefore, the idea of using Flash Reverse in this version should be clear, the first sub-major cards to look for: 6-cost Meteor Storm. 6-cost Thunderbolt Avalanche, 1-cost Storm Rage, 3-cost Tide Reversal, 3-cost Natural Nature, 3-cost Lightning Spit, 5or2-cost Change of Tone Chord, and 2-cost Electric Current Conductivity (the card has very few matchups for this version of the card, with only Uniform Dressing and Jumping Bar, the Worms! Sort of a quality matchup), and the pointing spell pool is listed below. And with Tidal Rush at 8-drops, look for this card at 9-drops as well.
Need group AOE, open at 7 charges; one-way AOE, open at 6 charges; need buffs, open at 2 charges (not recommended); need small solves, open at 4 charges; need renewal, open at 4 charges.
As for the second grab you can be more free, just pick the ones you want to use subsequently.
This version of the directional spell pool:

5. Malt lava

The “Three Life Spells”, a card that can be used in batches, was nerfed for being too versatile and powerful.
It’s already strong enough as a hit 1 aoe, lubricating the curve and making up for Shaman’s lack of mending ability, and once combined with mana, the model is pretty much unbelievable.
In the arena there’s Psychic Academy’s Rune Dagger, which can clear the field one way at any time.
In addition to that there are the mana power cards: Beginning Life Study, Void Spirit Oracle, Scroll Manager, and Windhunter Gargoyle.


6. Ablative elements

Pure and simple numerical monster, essentially and tar creeper is a positioning card, let the opponent to follower exchange, protect the rear creatures, in favor of the other follower to grab face and freeload the opponent, than tar a whole 3 more blood. The first card can suppress all the enemies, the opponent began to scratch and claw, can not advantage exchange, but only by your taunt after the follower freeloading, crazy kick face.
However, Ablative Elemental also has a means of restraint, the same version of Broken Life Squid can easily deal with him, but this is not the problem of Ablative Elemental.
7.Background bodyguard

Music festival star single card, supermode 75% or so, four cost paste miscellaneous hair pressure out can crush a bunch of ordinary enemies. Arena’s favorite supermodal paving class cards, with skills is not stuck hands, more comfortable than the warrior to use.
Other key derivations
1. Overload plate
Overload related cards: thunderbolt jumping frogs, obscuring rain clouds.


Overloaded Derivative Card Pool (Gathering Spectators was darkban’d, couldn’t pick, had to derive):

2. 1-cost spell pool

relevant cards


3.Special Factions
Pool of cards related to factions (Dazzling Performer was darkban’d, couldn’t be picked, had to spawn):

Karris and Dazzling Performer (unselectable) are both cards that are strongly tied to faction, and other than them these cards are the means by which a Shaman can normally select to derive faction spells from other professions.
Siren, Sun, Fireworks, Sisterhood, and Drink.
Please feel free to add to this list if you missed any.
4. Optional Dragons

