Shaman
Use spells and minions together. Count next turn's mana before using Overload.
What the class does
Shaman mixes elemental effects, minions, and strong spell plays. Its cards can work together in several ways. The order of those effects often matters.
Overload makes some strong plays cost mana on a later turn too.
Plan for Overload
Overload locks the listed number of Mana Crystals next turn. Judge the strong play now together with that smaller next turn.
A big effect may be worth the cost. But check that you will still have a useful follow-up.
Some minion and spell effects need another card or condition to stay in place. Work out which piece you must use first.
Choices to think about
Before an Overload play, count what you can afford next turn. Think about the enemy's likely answer. Can your reduced mana deal with it?
Count damage from extra attacks and spell effects carefully. A damage boost may change whether a trade works or whether you can win now.
Strengths and weak spots
Shaman can use several kinds of effects to make a big change to the board. Trouble often comes from ignoring the next turn, using a needed piece too soon, or locking too much mana.
See Deck Types for general game plans such as aggro, control, and combo.
The linked class guides explain the main rules and older class themes. This wiki supplies the play examples. For exact card details, use current card text and patch notes.