Armour-plated Ice Cream Shaman
- Last updated Dec 8, 2018 (Rastakhan)
- Edit
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Wild
- 22 Minions
- 7 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Shudderwock Shaman
- Crafting Cost: 16240
- Dust Needed: Loading Collection
- Created: 12/2/2018 (Boomsday)
- Arachnidius
- Registered User
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- 9
- 36
- 64
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Battle Tag:
Arahknid#2777
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Region:
EU
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Total Deck Rating
114
Freeze Shaman is here. This is not a drill: freeze shaman is here.
I'm excited to present Kiwiinbacon's showcase of my deck! Check out his other sweet deck showcases on his youtube channel: https://www.youtube.com/user/CanadianRumPunch
Edit 3: I JUST PLAYED THE MIRROR MATCH ON LADDER! This is surreal - I queued the deck up and found myself as King Rastakhan vs. King Rastakhan. When he played plated beetle I thought 'surely not'... then he played Ice Cream Peddler and Hyldnir Frostrider.
Trielix beat me at my own deck but it was a blast!
I spectated his next game where he gained 124 armour and dealt 58 damage in one turn to a kingsbane rogue. Thanks for showing the deck off so well!
Change Log
v1.1: - 1x Rain of Toads + 1x Tar Creeper
v2.0: - 2x Cryostasis + 1x Plated Beetle
- 1x Zentimo + 2x Acolyte of Pain
- 1x Rotten Applebaum + 1x Volcano
v3.0: - 1x Belligerent Gnome + 1x Leper Gnome
- 1x Acolyte of Pain + 1x Far Sight
- 1x Rain of Toads + 2x Seaforium Bomber
v4.0: - 1x Leper Gnome + 1x Prince Keleseth
- 2x Plated Beetle + 2x Corpsetaker
- 1x Bog Slosher + 1x Zilliax
- 1x Far Sight + 1x Al'Akir the Windlord
- 1x Da Undatakah + 1x Hagatha the Witch
Write-up
NOTE: this is my write up from the initial version of the deck. It has gone through substantial changes since then, but I'll leave it here in case I feel like updating it to reflect the newest version at some point.
This deck revolves around Shudderwock utilising Ice Cream Peddler's battlecry to gain effectively infinite armour in the very late game, while shuffling an endless supply of Corrupted Blood in to the opponent's deck via Hakkar, the Soulflayer + Da Undatakah. Here's how the deck works in detail:
- The deck mostly functions like a normal Shudderwock deck with a game plan of controlling the board and getting your battlecry effects off. Most Shudderwock lists have a little more card draw than this deck, so Mana Tide Totem is essential to find ASAP.
- The deck runs DOUBLE Cryostasis, so that your Ice Cream Peddler can get value pre-Shudderwock. It was quite a struggle finding ways of making this card playable, and I initially had one Wax Elemental to up the consistency of having an excellent target for Cryostasis, but had to cut it. Cryostasis is much more effective when played on a taunt, and so Belligerent Gnome is a great target for it and naturally suits Shudderwock Shaman's control game plan. There is also the possibility in the late game for Zentimo + Rain of Toads + Cryostasis to provide you with massive stall potential. Even playing this same combo but with Saronite Chain Gang allows you a large amount of stall. Mana Tide Totem is naturally 0-attack and as a high-value card has soft taunt, and so it also makes a great Cryostasis target as it would never have been able to attack the following turn anyway.
- Hyldnir Frostrider is essential to the Shudderwock battlecry, because this allows Shudderwock to freeze the copies of itself (hopefully) before either of the Ice Cream Peddler battlecries go off, and thereby gain at least 8 armour per Shudderwock played. Of course this gives you no board pressure on your next turn, but if you play enough Shudderwocks in a turn then Glacial Shard should ensure that your opponent has no board pressure either.
- The deck has three specific Deathrattle minions only: Plated Beetle, Rotten Applebaum, and Hakkar, the Soulflayer. This is so that Da Undatakah (and then Shudderwock) guarantees gaining these three deathrattles exactly. This is so that later, whenever your Shudderwocks die, you will gain armour and restore health (the point of which is to enable you to survive turns in which you draw multiple Corrupted Bloods), and also shuffle more Corrupted Bloods into each deck. Note that you can play Undatakah whenever you like (e.g. before any deathrattles have gone off), because as long as the deathrattle minions have died when you play Shudderwock, the effect will then work. Note also that whenever your Shudderwocks die because they are returned to your hand when it is full, their deathrattles will go off, so activating your deathrattles is a lot easier than it may at first appear.
The result of all of this is that if you manage to survive until the very late game (and this is quite a big if), you will eventually be in a position where each turn you can play a full board of shudderwocks, gain a million armour, heal to full, and make your opponent kill themselves by drawing Corrupted Blood.
And you do all of this with FREEZE SHAMAN ... (sort of).
I'm really excited to see if there's any way this deck can work. Please suggest any refinements you think I could make as I'm sure the deck needs it.
Thanks!
Recommend 1 slot for Baleful Banker shuffle your shudder into deck, in case of somehow your shuddle cant go back to hand !
Lmao, others have commented that - he was one of my first insta-picks for the deck and then he went just about as quickly. He's just that bad, even in the deck archetype for which he was designed.
FeelsMoorabiMan
Such a shame... He is troll too, could fit well in theme of new expansion... But noooo Blizzard doesnt want you to have good sinergies...with every new expansion I feel like they created freeze shaman from their ass
What? No Moorabi.
BLASPHEMY!!!
I don't think Rain of Toads is better then a second Volcano
In a vacuum I think that's probably right, however a) I really want at least one in the deck because I love the card (lol), and b) I really want the deck to be able to have the chance of playing rain of toads, then zentimo + cryostasis for a +9/+9 buff overall to your toads. If this deck was going to be as optimal as possible, perhaps the toads should go, but this deck is meant to be experimental and interesting, not purely optimal. Thank you for your comment though.
6 mana 3 over load is too much for 3 2-4 taunt, i prefer 3 mana to 2 wolf 2-3 taunt, lesser mana cost, lesser over load, earlier play with aggro.
If you think about it, 6 mana 3 overload for 3 2/4 taunt is the equivalent of 3 phantom militias on turn 6 which is 6/12 in stats and it's not supposed to be aggro, it's used as a control card so while yes feral is better in some situations, rain of toads is better at fulfilling it's purpose in this deck as an anti-aggro card (and some zentimo synergy too)
That's a really good and probably a competitive deck dude, congratulations! And if i have more dust to spend i'll surely try this deck a lot ;)
Thank you very much :) I really hope it's viable. If this deck, which makes use of a) freeze shaman and b) Ice Cream Peddler (thought by most to be one of the worst cards in the set), is actually playable (or even perhaps good), I will be pretty proud, lol.
Yes ^^
Ooh that's a fantastic idea! If only it didn't destroy combo pieces, yeah. I suppose you could just ensure you only play Hemet right before you play Shudderwock, but then you're making your already lengthy setup even longer. Really cool idea still though. By the way how does the deck draw faster? The only card draw in the deck is 2x mana tide and there are no card draw battlecries to ruin shudderwock.
Thanks for the comment!
I was going to suggest Hemet, Jungle Hunter because of the off-chance that your combo kills you first before your opponent (yes it can happen because you draw faster) it destroys the Corrupted Blood each time you play Shudderwock and because it also let's you draw other combo pieces faster. But it's actually bad since some combo pieces are 3 mana and less and it's too unreliable. Although it's still a good consideration imo.
You're most likely correct, yes, lol. The argument for this deck is that if lifedrinker is your win condition, you need to play lifedrinker in the midgame (obviously), which is a mediocre tempo play. My combo requires you to play Ice Cream Peddler in the mid game, but while also casting Cryostasis on taunts, both of which are decent survival/stall plays. My deck should be better at surviving until the late game, I believe, and if this is correct then it's arguable that my deck has greater efficacy than the standard Lifedrinker combo, because if either my or the standard deck make it until they can cast a fully powered-up Shudderwock, either is extremely likely to win, and so by this logic the more survivable deck should usually be the more effective one. The major downside with mine is that the shudderwock win condition takes time to ramp up, whereas lifedrinker has an immediate effect. This should only matter where your opponent has an OTK they're waiting to set up, and even that shouldn't be an issue because at this point you will be gaining so much armour that non-exodia OTKs likely won't be able to kill you (my deck also has the fringe benefit of ruining Mecha'thun OTKs). This all being the case, in theory my version is only worse than the standard version versus exodia (i.e. infinite damage) OTKS, so exodia mage, exodia paladin and probably APM priest too.
The other major downsides of my deck are a) that the setup takes a lot more effort than the standard version, and b) that you have to run Hyldnir Frostrider and sort-of have to run Cryostasis, lol. I honestly believe that the pure stats bomb of Zentimo + Cryostasis on a bundle of taunts (Chain Gang or Rain of Toads) will actually be powerful though. You don't care if the taunts don't attack as long as they protect your face. Also, regarding Frostrider, a lot of the time it will just be freezing totems and so in these cases your other minions being frozen doesn't actually matter at all, in which case you're actually getting a good tempo play of a 3 mana 4/4 for effectively no downside.
I see where you're going with the card synergy. You may want to try and fit Baleful Banker in there.
I think it's a little bit too slow. You have a ton of 3-4 cost cards which means you're trying to capitalize on the mid game. But no Tar Creeper. Remember Hearthstone is usually dead by turn 5-6 against aggro. I think your Mana Tide Totem and Ice Cream Peddler cards are going to be your dead cards. What I see is an empty board on turns 2-3-4 which makes all of these dead cards -
Zentimo, Bog Slosher, Cryostasis, Zola, Electra, and anything above 4 cost. I'd count 16 cards unplayable until turn 5 because you have nothing to build a board with. Even if you get Lightning storm off your still going to be playing from behind against swarm.
This is something Shaman struggles with. That's why Shudderwock is not a tier 1 deck. And even shaman is better.
Go back and visualize what you will play on turn 2-3-4 and the chances you have to play a card and it's effect. You're not just going to be magically alive on turn 8 because you have Electra and Healing Rain. Or Rain of Toads. Like Druid with Ramp and Spreading Plague or UI. Sorry, don't mean to be too critical.
Thank you for the comment. Unfortunately this deck will never be able to be consistent against aggro because it is a slow combo deck, but then no deck is favoured against any and every deck. I agree that Tar Creeper looks pretty essential in the deck, and it may actually be correct to cut a Rain of Toads for one. I really struggled to fit everything the deck needs in, so cutting anything else seems tricky (at least to me). However I think the deck actually stands a decent chance of surviving against aggro. The few 1-2 drops it has are designed to hold up aggro, and even if you do lose the board completely and have to lightning storm and/or healing rain on turns 3 and/or 4, you're then pretty well set up to transition in to chain gangs, toads, further board clears, and therefore stabilisation. I'm running a Evolution Shudderwock list at the moment which has 2x Fire Fly and 1 x Glacial Shard as its only 1 drops and Keleseth as the only 2 drop (with 2x Tar Creeper and 2x Chain Gang, admittedly), with a winrate of 65% over quite a few games, probably mostly against tempo/aggro (odd paladin, odd rogue, zoolock, and also the usual deathrattle hunters, big mages, etc.).
I'm assuming your plan to kill Shudderwock is to have a full hand when it gets bounced? There is a good chance that deathrattle just doesn't go off. Too risky to end the infinite Shudderwock because you were focusing on keeping your hand full.
Exactly. That's actually a part of my write-up:
Your point is correct, that if shudderwock gains the deathrattles only after copying itself, then only the original and not the copies will have deathrattle, and when things are returned to hand simultaneously, they return to hand in the order in which they appeared on the field, i.e. the later ones in this scenario, which don't have deathrattle, will die, meaning you get no benefit.
In this worst-case scenario, however, the one Shudderwock left on the field (the original) will be the one which received the deathrattles, and so if this is turn 10, you will have a load of 1-mana shudderwocks to play, which should guarantee at least this original one dying and giving you benefit from its deathrattle (but it would be quite unusual if this was the only deathrattle effect you got in this play).
Another thing I will note is that this is actually only the backup method of gaining armour: double ice cream peddler and double hyldnir frostrider in each shudderwock you play should guarantee at least 16 armour and probably much more when you play a few shudderwocks in one turn. The fact that there are two ways of receiving life gain (via healing or armour) is to try to guarantee consistency: one method (Undatakah battlecry or Ice Cream Peddler battlecry) may whiff when you cast a shuddewock, but you'd have to be very unlucky for the other to whiff at the same time.
One last point: as long as you have one shudderwock in hand and one space in your hand, you are extremely unlikely to break your infinite combo. For the infinite combo to break, you would have to have your exact first three battlecries be Grumble, Zola, and Bog Slosher, before any Chain Gang battlecries go off. You will be trying to primarily target Chain gang with Bog Slosher in the early and mid game, and it is also not a bad target for Zola, so ideally by the time you play Shudderwock you will have around 3 or 4 chain gang battlecries "stored". Breaking the infinite combo is something that should only rarely happen.
Love the concept and the write up...
However the list is missing Shudderwock… I think drop Murmuring Elemental for it