2.) Murmuring Elemental. It costs 2. That means you have to make an 11 mana play.
3.) In order to make this possible, you must play Fire Plume Harbinger while the Murmuring Elemental is in your hand, or you can get either the Shudderwock or the Murmuring Elemental at reduced cost using Far Sight.
4.) You have to have played two Lifedrinkers at some point in the game.
If you have satisfied the above conditions, Shudderwock will deal 12 damage to your opponent. That is unlikely to be enough to kill them.
That means you also need to have played Saronite Chain Gang and Grumble at some point in the game, so Shudderwock can send copies of himself back to your hand, hopefully setting up a lethal play no sooner than turn 11.
If you manage to Grumble when Lifedrinker is on the board or use a Murmuring elemental to double down a Lifedrinker's battlecry, you can increase the incoming damage.
But in order to set this up, you have to spend multiple turns doing low tempo plays. I think people are reacting very negatively to the long animation Shudderwock sets off, which kind of feels like it's doing an end-zone dance on your face. But this is a win condition that requires a lot of setup, and in order to get all the pieces, this deck has to invest a lot of resources in cycling through cards. It's not clear at all that it's actually more consistent than something like the old Aviana/Kun/Malygos Druid OTKs or the Exodia Quest Mage. When I've pulled it off, I've been near fatigue. This win condition is much slower than something like pre-nerf quest rogue.
What I am actually seeing a lot of are very aggressive Hunter and Paladin decks. Baku lets hunter put a tremendous amount of pressure on with its hero power, and if it gets in a couple of hits with Huffer or a Bearshark, or a kill command, it can end the game long before a Shudderwock combo.
My guess is, when people stop experimenting with the Jimmy cards and start trying to climb, they're going to do it with paladin and hunter decks and Shudder Shaman is going to be blown off the ladder.
I don’t really care about being OTK’d. I’ve played against enough exodia mages, exodia paladins and maly druids to not care about this combo. But that animation pisses me off. Tess (and yogg!) suffers from a similar effect and I’m sick of having to wait forever to see the results before acting upon them. It’s been far too long that this issue has been in HS but shudder had just made it brutally obvious.
i might be wrong, but doesn't your turn start AFTER the opponent's shuttershok's animations end; as for if you're playing it, i think the long animation is a fair downside for playing such a powerful effect;
It has to nerfed. Not only Shudderwock is extremely non-interactive, but also the animations take forever. 9 mana, summon 2-3 6/6 bodies, deal 3-6 damage to the enemy hero and heal for the same amount + potentially something else is by itself extremely strong. The easiest solution would be to change Saronite Chain Gangs battlecry to make it summon another 2/3 saronite chain gang.
I don't think most people are arguing it is OP, simply that the animations taking several minutes is beyond annoying. Kripp is currently 17-15 with the deck, so it isn't a world beater by any means. But the fact that every other time he plays Shudderwock, he can take a bathroom break or go get a drink and come back and the animations are still going is a problem. Idk what they can do to shorten them, but people are getting really sick of sitting through that to see if they are dead or not.
Rollback Post to RevisionRollBack
"Blizzard is just a small indie game company" -Mathmachine
1) Shudderwock. It costs 9.
2.) Murmuring Elemental. It costs 2. That means you have to make an 11 mana play.
3.) In order to make this possible, you must play Fire Plume Harbinger while the Murmuring Elemental is in your hand, or you can get either the Shudderwock or the Murmuring Elemental at reduced cost using Far Sight.
4.) You have to have played two Lifedrinkers at some point in the game.
If you have satisfied the above conditions, Shudderwock will deal 12 damage to your opponent. That is unlikely to be enough to kill them.
That means you also need to have played Saronite Chain Gang and Grumble at some point in the game, so Shudderwock can send copies of himself back to your hand, hopefully setting up a lethal play no sooner than turn 11.
If you manage to Grumble when Lifedrinker is on the board or use a Murmuring elemental to double down a Lifedrinker's battlecry, you can increase the incoming damage.
But in order to set this up, you have to spend multiple turns doing low tempo plays. I think people are reacting very negatively to the long animation Shudderwock sets off, which kind of feels like it's doing an end-zone dance on your face. But this is a win condition that requires a lot of setup, and in order to get all the pieces, this deck has to invest a lot of resources in cycling through cards. It's not clear at all that it's actually more consistent than something like the old Aviana/Kun/Malygos Druid OTKs or the Exodia Quest Mage. When I've pulled it off, I've been near fatigue. This win condition is much slower than something like pre-nerf quest rogue.
What I am actually seeing a lot of are very aggressive Hunter and Paladin decks. Baku lets hunter put a tremendous amount of pressure on with its hero power, and if it gets in a couple of hits with Huffer or a Bearshark, or a kill command, it can end the game long before a Shudderwock combo.
My guess is, when people stop experimenting with the Jimmy cards and start trying to climb, they're going to do it with paladin and hunter decks and Shudder Shaman is going to be blown off the ladder.
I don’t really care about being OTK’d. I’ve played against enough exodia mages, exodia paladins and maly druids to not care about this combo. But that animation pisses me off. Tess (and yogg!) suffers from a similar effect and I’m sick of having to wait forever to see the results before acting upon them. It’s been far too long that this issue has been in HS but shudder had just made it brutally obvious.
at least the animation issue doesn't matter if you play an aggro deck - OTK shaman is just dead by turn 6 or 7 :D
i might be wrong, but doesn't your turn start AFTER the opponent's shuttershok's animations end; as for if you're playing it, i think the long animation is a fair downside for playing such a powerful effect;
It has to nerfed. Not only Shudderwock is extremely non-interactive, but also the animations take forever. 9 mana, summon 2-3 6/6 bodies, deal 3-6 damage to the enemy hero and heal for the same amount + potentially something else is by itself extremely strong. The easiest solution would be to change Saronite Chain Gangs battlecry to make it summon another 2/3 saronite chain gang.
I don't think most people are arguing it is OP, simply that the animations taking several minutes is beyond annoying. Kripp is currently 17-15 with the deck, so it isn't a world beater by any means. But the fact that every other time he plays Shudderwock, he can take a bathroom break or go get a drink and come back and the animations are still going is a problem. Idk what they can do to shorten them, but people are getting really sick of sitting through that to see if they are dead or not.
"Blizzard is just a small indie game company" -Mathmachine
No nerf needed.