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
Been trying this since release. 3 games, 3 losses. The deck needs more card draw to get the combo faster, as that's been the issue every single time.
What if Shudderwock just triggers the grumble battlecry first every time? Couldn't that mess up the combo or does shudderwock keep on going?
After the nerf of Yogg, if he was to be removed the rest of his ability would not work. Would that not work the same for Shudderwock if he was returned to your hand?
Shudderwock would never return to your hand because Grumble's battlecry returns all other minions to your hand. So in essence the combo summons 1-2 extra copies of Shudderwock, which are then returned to your hand and cost 1 and you can play them next turn. The original Shudderwock you played on this turn remains on the board.
I would replace one of the Gluttonous Ooze by Harrison Jones for more card draw.
You and I came up with very similar decks. lol. Could you give input on mine?
https://www.hearthpwn.com/decks/1067674-shudderwock-otk
Sure!
You may drop a couple of ranks though.
Nice joke ;)
Looks like a lot of us had the same thought. I was disappointed when I learned that Shudderwock's order was random but Murmuring Elemental solves the problem elegantly. Lifedrinker is also way better than Nightblade for this.
isnt the order for shudderwock random?
Yep thats why you play the 1 mana murmuring elemental so shudderwock battlecry triggers twice which will guarentee that a shudderwock will be on board atleast once for grumble to return to your hand.
that's what the saronite chain gang is for
It uses Saronite Chain Gang to duplicate the Shudderwock.
lets count the actual damage in steps, assuming only one lifedrinker was played.
1.) 1 cost murmuring elemental, 0 damage thus far
2.) first 1 cost shudderbabywocky, battlecry triggers twice.
now its important to figure out if the battlecry counts all past battlecries when card is cast, or when effect occurs. if it is when effect occurs then this first shudderwock goes infinite on its own. the second battlecry would see the first and trigger it which would then see the first again and trigger it endlessly.
hell even playing two shudderwocks in any match would go infinite. if shudderwock's battlecry counts as a battlecry for the next shudderwock then it gains infinite "Battlecry: Repeat all Battlecries from cards you played this game".
forget this comments original goal, shudderwock needs amended to say "Battlecry: Repeat all Battlecries from other* cards you played this game"
Shudderwock doesn't trigger on its own. This can be seen clearly from the reveal stream and many streamers have stated it (not sure on their source).
With the key focus being on assembling the combo you've outlined in the guide, I'm curious as to why you'd choose to have only 1x Murmuring Elemental when you could have 2? I imagine that this is due to the inclusion of Sandbinder, where you'd want to avoid drawing Murmuring Elemental when you need Grumble, Worldshaker. However, with 2x Murmuring Elemental in the deck, I believe you increase your odds of drawing the combo by quite a bit. It can also potentially be strong against more aggressive decks through use with Saronite Chain Gang and Lifedrinker if you need it.
I'd also bring up Healing Rain as possible inclusion for this deck. While Tidal Surge can help keep tempo while providing a heal, I think this deck might stabilize at a low health only to slowly be picked off in later turns before the combo can be assembled. In order to prevent "If I just had one more turn" , I think this could help.
Really enjoy the deck, looks like good fun.
I decided that I should have 2 of Saronite Chain Gang and Lifedrinker because by themselves they are strong(ish) cards. Historically in OTK decks you run only a 1-off of some combo pieces even if you can run two because they are unplayable or near useless until you use them for the combo. Murmuring Elemental is on the verge of being worth running 2 copies as like you say it has some value outside of the combo, however it still requires to be used with another card. Additionally with Sandbinder you can draw it if it is the last card you are waiting for to complete the OTK setup.
Still though, like you say it may be worth running 2, perhaps cut sandbinder for it and hope you draw Grumble, Worldshaker. I think I will try it with 1 copy for now and can see how it goes. Most people will likely be experimenting with 2 copies so it is good to try both anyways.
After consideration of decks the opponents will likely be playing and the comments you made, I have added a copy of Healing Rain. Although I think it is uneccesarry against aggro as you have plenty of taunts, removal and other heals, it should still be important against:
1) Odd hunter doing 3 damage a turn with hero power
2) Warlocks doing 3 damage a turn with Siphon Life. Also would help against doomguards if you happen to not draw hex or they remove your taunts with Hellfire into Doomguard.
3) It likely can buy an extra turn against midrange decks and is cheap enough to cast with aoe.
I prefer the 1 murmuring elemental as drawing murmuring with sandbinder against aggro would suck 9/10.