I swapped out Earth Shock for Spellbreakers. It didn't seem like I needed silence too often my first few turns. It seemed like they were more necessary mid-game and I'd rather have the 4/3 body on the board attached to it.
Earth Shock is invaluable due to your concerns about how your mana curves out. The 4/3 body off of Spellbreaker is generally not typically that helpful. Put another way, Earth Shock serves as an anti-aggro card by getting around Argent Squires, Leper Gnome, etc. or it has enough Spellpower behind it just to do the 2-3 damage needed to remove a slightly larger threat. In the mid-range or Control match-ups, it does basically just function as a Silence effect typically, though it does act as the best way to deal with Twilight Drake from Warlock Giants.
I originally had the two mana totems but swapped them out for the Azure Drakes. Sometimes mana totems would be awesome and I'd get a ton of cards from them. But it seemed like most of the time I'd set it down and my opponent would immediately remove it. So I figured if I'm only getting one card out of them and typically no damage I'd again rather have the 4/4 body attached to it with the spellpower bonus. (I see you have both though.) When I did get a lot of cards out of the mana totems it felt like overkill and I'd rather have more damage on the board.
Mana Tide Totem is what you drop after you've secured the board (or, if desperate, as a 3 mana cycle that saves you 3 Health). Once you've gotten the board settled (e.g., Feral Spirit with an Unbound in play, for instance), you just MTT and refill your hand. Having a full hand lets you have choices with dealing with whatever your opponent does. Sure, sometimes it's unnecessary but it's pretty vital in those occasions where you do need it.
Besides that, if MTT pulls removal, you need to ask yourself what that means. Like, if a Druid hits it with Wrath, you learned nothing really. But if they Swipe it? Keeper Silence it? Or, vs Control Warrior, they're rather limited in ways of dealing with it over Taunt without blowing premium removal (Shield Slam) or combo setups (Slam + Inner Rage / Cruel Taskmaster / Whirlwind or some form of damage + Execute). You learn a lot about what your opponent can possibly do that very moment when you setup a target like MTT behind wolves.
I used to have two feral spirits rather than one. I can't remember why I swapped it out. (I honestly don't play the shammy too much.) I think I was trying to substitute either the Dire Wolf Alpha as a baby Flametongue with some body damage or trying out the Pint-Sized Summoner to counteract the Overload penalty.
Pint-Sized takes an entire turn before she activates so not sure how often she's really doing much for you. Really, the best way to deal with Overload is to just know what the most likely Overload turns are and plan around it. Turn 4 tends to see some Overload which is one of the reasons why Flametongue is so nice to have as it gives you a better than Hero Power use of 2 mana to follow-up a Feral Spirit, for instance. It's also why my deck doesn't run many 4 drops: There's a really good chance I'll just flat out not have 4 Mana available on that turn.
I added a Forked Lightning to head off rush decks in the early game. Leper Gnome was to help get some bodies on the board before I get too far behind. If I can't get something on the board by early-mid it seems like it's really easy to fall behind. I might swap him out and put one of the lightnings back in. He always seemed like one of the better one drop minions though. Good usually for about 4 damage.
Forked Lightning is inconsistent since you have to wait for two targets before you can use it. Besides that, it sets you back a lot. You're really better off with single-target spells as they're more versatile. The times you'd like Forked Lightning are there, sure, but you'd usually rather deal with the drops in other ways and save 2+ target situations for once you have Lightning Storm online for better value.
As far as Leper Gnome is concerned, measuring him in damage is fairly meaningless, really. Like, you're not a rush deck so you're not sitting there counting damage. Very few decks will really care that they take 4 damage from a Leper Gnome. Argent Squire is typically better due to what she represents: Two actions to remove.
I swapped out unbound elementals with shattered sun clerics because it seemed pretty chancy getting them buffed with overload spells. Shattered sun clerics get a guaranteed 1/1 buff to somebody already on the board. If it was somebody from last turn, you can definitely count on that damage being applied.
Unbound Elemental as a 2/4 is highly relevant: Very few things in the early game can straight deal with that in an efficient manner. Look at basically every argument about Nat Pagle. Adding in an Overload makes him a 3/5, then a 4/6, and so-on. You don't plan for him to get massive but you definitely plan around playing him in situations where you can make him grow. Besides that, he represents another threat that needs to be removed somehow so you get a lot of free information from the way people react to him.
On top of that, Coin Unbound -> Feral Spirit is one of the most frightening openers from a Shaman if the opponent has no immediate answer.
Threw in a twilight drake and a violet teacher.
Twilight Drake is not really suited in a deck that actually wants to play ~two cards before turn 4. At that point, you'd rather have a Yeti for the sake of consistency and/or for improving the late game top deck.
Violet Teacher ... not sure what synergy she has with the deck. You don't run enough spells to really flood the board and most of your spells are kind of waiting for an enemy to use them on anyway. She doesn't do much with Bloodlust unless you're already in a position where she was on board and you threw multiple spells and all of them somehow survived a turn.
It seems very situational and where it works you're already in a usually decent position. So I cut it to one and threw the earth elemental in.
With Zoo being such a relevant deck, you really can't really plan on Bloodlust. And those kind of decks would run more things like Argent Squire, Scarlet Crusader, Harvest Golem, etc. to persist.
Earth Elemental is in a weird spot since BGH just came back into the meta due to the Tinkmaster nerf. Like, he's good but I'd say be wary on him.
This is actually my most diverse deck out of all of them. I only have one of a lot of each card in here. Usually I double up on most everything. My thinking was a lot of the Shaman's cards are situational for decent or optimal plays. So by diversifying it was my hope it would be more consistent. I'm not trying to claim this is an awesome deck or anything.
Not really sure how that works, honestly. One-ofs without the way to search the deck for what you need makes them kind of awkward. You'd rather just have good cards in the deck that you'd be happy about drawing more often. Besides that, there's really not that many super situational Shaman cards. Like, Earth Shock / Lightning Bolt / Rockbiter are on-demand removal options so they're situational in the sense that they require a target. Feral Spirit is sort of situational, I guess, but it swings boards hard if it's played into an empty board / while ahead so it's great to have.
Never really tried it in ranked but it seems to do pretty well in casual. It's just my current experiment.
If it works, it works I suppose. My experience with Shaman is mostly around the Legendary range and the meta there is different than the low-to-mid rank tiers (and casual is just a fairly useless place for much in terms of meta testing).
I see both of you guys are using Pyromancers. Never seen that in a Shammy deck before actually. It seems counter intuitive to me because you're also taking out your own totems. But if you guys are finding it works for you, I'll give it a try. Thanks for all the tips.
Pyromancer used to be a Shaman staple precisely because of Totems. Or, rather, because of Healing Stream. It was only removed due to a bigger concern about playing the mid-range area. If not for the prevalence of needing extra ways to ping the board, I'd rather run 2x Argent Squires somehow.