The deck is pretty simple assuming you played the expansions. From memory:
2x attack totems
2x earth shock (silence + 1 damage)
2x frog
2x resurrect
2x heal+taunt (forget the name)
2x summon on death (forget the name)
2x shock storm?? (forget name, but 2-3 damage all minions + 2 overload)
1x Rag
1x KT
the 2 legendaries that summon the 11/11 if the second dies after the first one is dead
2x harvest summoner
2x 4/5+divine shield+taunt (forget name)
2x faceless manips
1x sea giants
2x yeti
2x 3/5+taunt+deathrattle summon 1/2+taunt (forget name)
1x cairne bloodhoof
A zoo deck can be a problem, which you absolutely need to get either the 2-3 damage spell, or the sea giant + the taunt spell. The only decks I have really had a problem against were rogues which just can combo kill/assassinate anything that you can put up in time to protect against their rush.
Once you get to the point that you can get KT out, very few decks can overcome you (maybe a control priest), especially if you can get one of the 4/5+divine shield+taunts down with your KT. If you think someone might be able to kill your KT right away when you place it, wait till turn 10 so you can cast the resommon on death on it (not many can kill it twice in one turn, or if you are playing against another shamon or mage, make sure you forced them to use their frogs/sheeps before playing KT, even if that means playing rag which will almost always force those spells). And really, depending on what you are fighting, you put the resummon deathrattle spell on the minion that makes most sense, like for instance the 4/5+divine shield+taunt, especially if KT is out, since you will then have 2, if it gets killed (from KT resummoning the dead one). Also be stingy with those silences. You really want to make sure you have them in case they plop down the 5/5 legendary that takes control of a random minion (cause it just might get KT), and you want to be able to silence an enemy KT. Also, you don't "need" the bloodhoof, but he combos very well with the spells and bonuses of KT, and makes a decent turn 5-6 play. It can easily be swapped for another sea giant (if you have 2), the spell that adds +3 attack for all minions that turn, or a 4/3+silence, or the 4/4 knight that summons a 2/2 squire.
A lot of times I don't even need to use the KT, like last night. He had a pseudo zoo (mix of 2-4 cost cards), and I just used my second 2-3 damage spell the previous turn to wipe most of the board, and then I played Rag and gave him the deathrattle resummon spell. The opponent spammed the board with cards (like expected) and attacking my rag with everything he had on the table, leaving it with 2 health, but I responded by casting the set minion to full health+taunt, I then faceless manip'ed that Rag, and then cast resurrect (killing one of them, and resumoning it, and the deathrattle summoned another Rag), giving me 3 Rags on the table, with 1 that had taunt+resummon... It didn't go well for him at that point... If I had KT out, I believe I would have received another Rag (since one died).