This is the totem Shaman I'm using. Have tweaked it several times. 6-4 in ranked play which doesn't seem amazing, but the standard "losses have been bad rng, wins have been cake" applies.
Totemic Might oddly enough has been maybe good enough. Initially put a copy in there due to the lulz but it maybe just deserves a spot. The 2 bolts are solely for removal of stuff that needs to die immediately; I'm looking at Knife Jugglers in particular. I have 1 chow for early presence, so many token decks it's nice getting off to a good start.
The thalnos is in there for a little more deck cycle; I wanted a low-ish curve with the ability to smash tokens a lot, and with the bolts/aoe, there's enough spells to clear stuff. Flametongues are obvious, could only fit 1 creeper in, and the totem golem is the mvp as far as I'm concerned. (Dropped it vs Zoo into voidwalker, 3 for 1ed him no prob)
The vitality totem has been nice; it swaps out for healbot, has more longterm healing and can be used in an attacking fashion. The elemental destruction has not proved it's spot but I'm keeping ONE in there as a total hail-mary board wipe.
Hex is a great temp removal and given the midrangey meta it makes BGH not that important; both aoe storms esp with some spell damage are paramount. The mana tide is a fighter in its own right and more card draw, the Tuskarrs are co-MVPs (the one game I got Totem Golem from them the guy resigned on turn 3).
Argus can protect vitality or mana tide and you have a fair number of tokens so the value is there; shredders AFAIK are the GOAT 4 drop. Azures are more cycle and synergize with the removal, TBV are the tri-MVP and really CAN be played solo on 5.
Fire Elementals and Boom round out the curve. Value cards that fit the deck. Pure midrange.