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FatigueWock [Control, non-OTK]

  • Last updated Apr 14, 2018 (Witchwood)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Shudderwock Shaman
  • Crafting Cost: 12880
  • Dust Needed: Loading Collection
  • Created: 4/14/2018 (Witchwood)
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  • C4lm
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  • Total Deck Rating

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A little change of flavor to OTK Shudder combo deck, this one aims to win by stalling to late game and fatiguing your opponent via Shudder's infinite value.

Baleful Banker and Zola the Gorgon are obviously needed for infinite value. Usually you wanna target Saronites, but in a pinch Tar Creepers and Drake are also great picks.

1x Hatchling sees play due to it's Adapt mechanic: This enables some ridiculous stuff like Windfury, Poisonous or "Cannot be targeted by spells"... imagine one of those effect on Shudder AND couple clones!

Glacial Shard is another stalling too, obviously, but Freeze effect is great Shudder proc too.

Stonehill Defenders synergize very nicely with Doomsayer decks, and this one is no exception. Sometimes Shudder procs may clog your hand, this makes Banker (possibly two) crucial to avoid milling shuffled Shudders. Overall, a bit risky card but great Control tool.

Prince Valanar's proc on Shudder + clones is VERY powerful swing tool. Since we're not using Lifedrinkers, this is our way of regaining Health once Healing Rains are used up. Also makes a good Zola target to amp up the chances of proc firing before Saronite BC's.
If you're short on dust, Defender of Argus is a decent replacement.

Elise the Trailblazer is our second anti-fatigue tool, shuffling Un'Goro packs into our deck. Fairly good 5-drop by itself, hard to leave unchecked due to 5 Attack.

Primordial Drake is an uncommon sight in Shaman lists, but this is a good addition to our list: We're getting a 2 dmg AoE effect, possibly with Lifesteal attached for even bigger effect... and sometimes Adapt effect nets Poisonous, which then equals a full board clear (minus Shudder itself).

Nat Pagle is the biggest "Why would you play that?" oddity, but consider it as quasi-Mana Tide. Usually you have enough Taunts to keep it protected, you can coin it out on Turn 1 quite safely (dealing 4 damage early on is quite tough) and it tends to attract attention to itself. If you're not convinced you can run Loot Hoarder or Acolyte of Pain instead, but I'm really liking the card.

No Murmuring Elementals or Grumble? What madness is this!?
That's right, we don't need 'em. Our Battlecries don't gain as much benefit from doubling up (crazy as it seems) to warrant 2 mana 1/1, and Grumble is often somewhat awkward to play due to your HP totems and hand-size.

So how do we win then?
With Un'Goro packs and shuffled Shudders. Your aim is to make Shudder plays so threatening that your opponent simply can't keep up with you anymore: A handful of 6/6's, some of them with Taunt+Lifesteal+Adapt effect, all that for single 9-mana card. Per turn.
If that doesn't do the trick, randomly generated Taunts and Un'Goro packs "should" suffice.

Stuff that's missing?
I'd love to try this list with Hagatha the Witch, but so far I haven't had luck with pack openings. I'd swap it with either Primordial Drake (similar BC effect), Hatchling (Adapt is nice, but not sure if it's enough to warrant mediocre 3-drop) or Stonehill Defender (to avoid self-milling). Depending on meta, Thalnos and/or one board clear are also options, but currently Thalnos + Storm does wonders against Odd Hunters&Paladins.
If you've got Hagatha and decide to try her in this list, let me know how it turns out!