No epic cards in this top 10! Here test the versatility of the Shaman and the ability to use as many creatures and spells as possible and often at a small cost! Try to make use of the overload as well as your heroic power to turn the game around!
A card that can kill your opponent in one turn. It isn't played in all decks however because its hit is quite high and you need a lot of creatures on the board before you can use it. This is why it will be important to summon totems for only 2 mana to fill your board.
Earth Shock is a very good spell. It not only allows you a silence for a little mana point, but also to then deal one damage point. A perfect counter to Argent Squire which is in fact very often boosted and much played. Also a good way to counter the Acolyte of Pain.
Shaman is the only race with cards with overload. Overload reduces the amount of mana for your next turn, so don't go mad. The Shaman has plenty of cards with overload which will allow you to combine them with Unbound Elemental and boost it enormously.
A very good weapon that will allow you to clear practically all the creatures from the second turn. This means you are able to destroy three cards for the price of one. The advantage is that by using turn 2 you can summon a totem after. Don't hesitat to use it after Unbound Elemental!
Hex is a spell that allows you to transform any creature into a 0/1 taunt creature for only 3 mana. True that at the start of the game this card won't be extremely useful to you, but by the end of the game it will be devastating. Imagine a Ragnaros or Ysera transformed into an ugly toad for 3 mana.
The Fire Elemental is a card that allows you to take the lead on the board. For 6 mana you play a decent creature and you can destroy an enemy creature with 3 health points. You also have the choice of targeting the enemy player to finish them or bring down their health points.
A creature and a card! The mana cost might seem a bit high for such weak stats, but keeping a card advantage is very important when the game lasts a while. With a bit of luck if you play it at the right moment it will allow you to draw several cards. You can also use it to slow down your opponent who will have no other choice but to try and bring it down.
The Flametongue Totem is one of my preferred cards. If you draw it at the start of the game, MAKE SURE you keep it. Be careful not to use it too early and be sure to have creatures or totems on the board. In the ideal situation you will have to summon totems before with your heroic power then boost them and sacrifice them to destroy your opponent's creatures and take the lead in the cards. Seemingly nothing, this card will often make your opponent use big spells like the Mana Tide Totem!
This is one of the best zone spells in the game. It will make your control deck effective against the rush decks. In addition, the overload will allow you to boost the Unbound Elemental. Don't hesitate to summon a totem before using it in case you get the one that will boost the damage of its spells. This could totally change the course of a game.
Like the Lightning Storm, this spell has a minimal cost for how effective it is, putting aside the overload. It allows you to slow down rush decks, or even be move offensively. It can give you a good card advantage since you are only using one card for two creatures. Try to use this card in turn 3 if possible and not in turn 2 with the Coin so that you don't have a turn where you do nothing.