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Shudderwock OTK

  • Last updated Apr 12, 2018 (Witchwood)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Shaman
  • Crafting Cost: 10000
  • Dust Needed: Loading Collection
  • Created: 4/10/2018 (Patches Nerf)
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  • Total Deck Rating

    24

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Edit: after play testing I realized that the new pali weapon is really good and the deck lacked card draw to an extent. putting Harrison was the perfect fit. and zap as mentioned in the comments was much better the lightning strike.

 

Game plan is to stall with as many control/taunt/heal cards as possible and then follow the guide below.

How it works:
1) Play one or more Saronite Chain Gang, play one or more Lifedrinker, and play Grumble, Worldshaker in any order throughout the game.
2) Play Fire Plume Harbinger when you have Murmuring Elemental in hand. This can be done whenever the Murmuring will get the discount (even before playing the cards listed in step 1!). The other option for this is to play Murmuring Elemental followed by Grumble, Worldshaker in the same turn, which will also result in a 1 mana Murmur in your hand.
3) At 10 mana play your discounted Murmuring Elemental for 1 mana and then Shudderwock. This results in you having one (or more) copies of Shudderwock that cost 1 mana in your hand. This setup will also result in healing you for 12, assuming you played both Lifedrinker previously.
4) The next turn, play Shudderwock 10 times dealing up to 42 damage. and healing you for that much all the while returning more Shudderwock to you hand 

Playing first Murmuring Elemental helps guaranty the combo goes off. as Grumble, Worldshaker battlecry can't target itself at least one of the Saronite Chain Gang battle cries will go off first. since the order of battlecries is random the second wave of battlecries will target at least on addition Shudderwock.