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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)
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  • Battle Tag:

    SirSalty#21189

  • Region:

    EU

  • Total Deck Rating

    347

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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:

Image result for murmuring elementalImage result for saronite chain gangImage result for grumble worldshakerImage result for life drinker golden hearthstone

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