Shudderwock OTK *FULLY EXPLAINED*
- Last updated May 17, 2018 (Witchwood)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Control Shaman
- Crafting Cost: 9040
- Dust Needed: Loading Collection
- Created: 4/11/2018 (Patches Nerf)

- SirSalty
- Registered User
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Battle Tag:
SirSalty#21189
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Region:
EU
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Total Deck Rating
347
I stream several times a week on Twitch! Come talk with me :) Twitch.tv/HS_SirSalty
This deck focuses stalling, playing setup battlecry cards and then having 2 turn lethal. Although it takes two turns it is still an OTK as you deal 30 to 0 damage guaranteed in a single turn.
Why is it good at first glance?
Theoretically this deck should beat cubelock quite easily as it can hex doomguards and should have plenty of time to pull of the combo. It should have plenty of tools to survive aggro decks, and enough removal to pull off the combo against midrange/Spiteful Summoner decks atleast half of the time. Even against decks with more than 30 health. You still have the combo in your hand to continue the following turn.
Setup requires playing the following minions in advance:
1) mumuring elemental and Grumble, Worldshaker on the same time turn (This will not only give you the required worldshaker battlecry for the 2-TK but also give you a 1-mana Murmuring Elemental to play on Shudderwock turn). Another option is to use the Fire Plume Harbinger to reduce the cost of Murmuring Elemental, this allows you to play Grumble, Worldshaker with more flexibility.
2) A Saronite Chain Gang to summon a second Shudderwock which will be returned to hand by the Grumble, Worldshaker effect.
3) A Lifedrinker to deal 3 damage.
Combo
First turn: Play 1 mana Murmuring Elemental into Shudderwock. This guarentees returning a 1 mana Shudderwock and a 1 mana Murmuring Elemental to your hand.
OTK turn: Play the Murmuring Elemental into nine 1 mana Shudderwock which deals exactly 30 damage (9 times 3 = 27, plus 3 damage from the extra battlecry from Murmuring Elemental). Note that board space isn't an issue as the Shudderwocks are repeatedly returned to the hand and replayed. If anything it is your hand that becomes too full but that is irrelavant.
For now the guide is going to be brief. I will update it as I gather more data and have more time to invest into it.
Mulligan guide
Vs aggro and tempo decks (ie paladin, hunter and rogue)
Optimal: Tar Creeper, Doomsayer, Gluttonous Ooze, Loot Hoarder, Lightning Storm (for paladin). It should be mentioned that you should play Gluttonous Ooze on turn 3 vs an aggro deck if you don't have another play even if you arent getting value from its battlecry.
Okay keeps: Saronite Chain Gang, Bloodmage Thalnos, Lightning Storm. Only keep these if you already have a good curve and some optimal cards already.
Unless you are absolutely certain you are facing a face hunter or extremely aggro deck you should never keep Healing Rain as it is much more important to develop a board and remove minion damage. Only keep if you are pretty sure it is a very aggressive deck and you already have some decent removal tools or taunts.
Vs cubelock (warlock)
Optimal: Shudderwock, Hex, Far Sight, Mana Tide Totem, gluttunous ooze, Loot Hoarder and Bloodmage Thalnos (don't keep duplicates and don't keep bloodmage thalnos if you already have loot hoarder). The earlier Far Sight is used the better. If you think he has cube in hand with a Dark Pact it may be worth pre-emptively hexing Possessed Lackey and not the demon it summons.
Okay keeps: Saronite Chain Gang, Tar Creeper. Although you would rather have cycle, these can help stop bleeding from small early chip damage from cards like Kobold Librarian.
Vs priest
I won't go through all the cards again (its hard to state the correct and bad cards to keep against a class which has several decks and is still being adapted as it is the start of the expansion), but you want your hand to be a good balance of cycle and early board minions. Eg. it is fine to keep mana tide totem or far sight if you have a doomsayer. For now I would keep a hex as alot of priests run alot of buffs, and if not they are often spiteful decks where the hex will come in useful midgame.
Matchups
Note that these are very likely to change as deck lists are optimise and more data is gathered. I would recommend soon checking decks like tempo storm meta snapshot once they have updated it. What I have listed is mostly based on theory and very limited experience. I would appreciate feedback on what matchups you find easy and hard (and why so I can determine if it is something to do with this deck build, their deck build, or your playstyle)
Very favourable: Control warlock, taunt warrior, big mage
Favourable: Cubelock, druid, priest (less sure about this one)
Unsure/even: Miracle rogue, rush warrior, spell hunter
Unfavourable: Paladin, tempo rogue, zoolock, face hunter, midrange hunter
Can anyone take a look at my deck and give me some tips, Thanks alot guys in advance if you bother to :) ( https://www.hearthpwn.com/decks/1107580-otk-shaman )
I pulled Doomsayers out of the deck and went with Kobold Apprentice. Granted they don't remove the whole board, but an Arcane Missiles with legs and gives you another battlecry for Shudderwock. I've had pretty good success with it.
Instead of running Gluttonous Ooze, use Harrison Jones. He gives you removal AND card draw. This will help since you are only running one form of weapon removal
Can
Actually
Not
Counter
Every
Retard
with this deck
If I play Murmuring Elemental with (for example) saronite chain gang before Shudderwock, would it be counted as extra Battlecry for the last?
How can I possibly make aggro matchups better? Tried out Primodial Drake. Seemed really slow. What do you think about Zola the Gorgon for Doomsayer 's/extra taunt?
Comming back to the first question: does murmuring provide an extra battlecry during the Shudderworck combo? And finnally: does all the previos Shudderwock stack in the next one?
I pulled my Primordial Drakes out a while ago. They were WAY too slow for the current meta. I started using Abomination because it was faster and would hit the other player.
Did you remember to play a one cost murmuring elemental before shudderwock? This guarantees at least one shudderwock in hand assuming you did the rest of the setup properly and don’t have a full hand.
The hand size problem can happen when you play your the murmuring elemental and shudderwock while you have other minions on the board. This will cause the grumble battlecry to return those other minions first, potentially destroying the extra shudderwocks. The only other way is if sandbinder draws any leftover elementals before grumble battlecry activates.
I hope this helps with your problem.
P.S. DO NOT include any discover battlecrys, namely stonehill defender, this will almost always fill your hand with garbage on your shudderwock turn.
I dont use ooze and thalnos, i prefer to have primordial drake to help clear opponent's board
for me definitely 2x murmuring incase you get stuck on not able to draw it and short of the card to play your combo (just an insurance imo)
here is the version i use:
https://www.hearthpwn.com/decks/1091066-shudder-man-otk
let me know what you think
The couple reasons primordial drake are a bit iffy.
1) Its slow.
2) You have to play double saronite for combo to be guarenteed (it may kill murmuring which won't be returned to hand)
Hi sir yes i do agree primordial drake is abit slow
but in my experience playing this deck over and over again single saronite is sufficient for the combo. 2 is a bonus
just be sure not to play 2 primordial drakes before you do the combo. 1 is enough
How do you guys handle cubelock? I feel like I'm either misplaying or I just get destroyed. Between mountain giants and doomguards, I just don't have enough removal to survive, especially on turn 10 Guldan. Even when I play against this deck with cubelock myself, I end up winning because I just put so much pressure down that the shaman dies because not even the removal saves them.
If the cube lock draws perfectly the it will feel like you get steamroller. However, try your best to hex his doom guards so they don't respawn as use volcanos for the giants.
4 games - 3 dude paladin and one face hunter. awesome
mulligan guide pls !
7-2 so far. swapped out the mana tides for an acolyte and Elise. Working wonders:)
Right now alot of people are waiting to know what decks are strong before they craft expensive decks at lower ranks. Additionally an unoptimised aggro decks which tend to be fairly cheap, tend to beat and punish unoptimised control decks.
With this in mind there are a few reasons you could be losing many,
1) Steep learning curve. Knowing how greedy to be when setting up, balancing life total with board control and cycling is a diffcult task. It then takes thought in advance and a good understanding of how the deck works to plan out the OTK turn. Don't feel bad as you keep losing as long as you learn you should increase yyour winrate simply by improving.
2) Poor matchups. This will change as the meta evolves, however at the start of every expansion there is always more aggro and tempo decks.
3) Deck isn't optimised. It is still only the start of the expansion and no one has yet found the perfect list. Experiment for yourself (eg I dont have freezes, but they may be correct so experiment!).
I switched a doomsayer out for a youthful brew master, i believe this will help give you options to play the combo without having to worry grumble went off unless both youthful and grumble do i just want another option for causing battle cries.
pretty sure youre not playing it right....