Anti-Shudderwock Control Warrior!
- Last updated Aug 5, 2018 (Spiteful Nerf)
- Edit
- |
Wild
- 16 Minions
- 11 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Control Warrior
- Crafting Cost: 11300
- Dust Needed: Loading Collection
- Created: 8/2/2018 (Spiteful Nerf)
- Kwakdizzle
- Registered User
-
- 13
- 30
- 155
-
Battle Tag:
Kwakdizzle#1796
-
Region:
US
-
Total Deck Rating
90
Deck in action: https://hsreplay.net/replay/s4tvMqAeRLVrCDJZt3TJgY
What if my opponent doesn't concede? https://www.youtube.com/watch?v=6ppeDUOgRS4
The new patch is in, and that means anti-shudderwock warrior tech is in!
Control warrior is a pretty good counter-queue option in the current meta: It beats odd paladin and rogue handily with armour and aoe. Token druid almost stands no chance against it, and taunt druid also has a hard time since you dilute their beast pool with raptors. Any combo deck struggles against it if you can armor up steadily through the game. The only bad matchups are control mage (need to tech in Dead Man's Hand and play the fatigue game VERY carefully to win that one), deathrattle hunter (your clears don't do much against super sticky deathrattle minions), and shudderwock shaman. But no longer!
As a consequence of the new patch, Azalina Soulthief now keeps the discounts on the copies cards. A pretty decent card in control warrior even before the patch, it now can be used to beat shudderwock in its own game. This is how.
1) SUPER IMPORTANT: Mulligan and draw for Drywhisker Armorer, Azalina Soulthief, and Cornered Sentry. If you don't get your combo pieces before the shaman you lose, and they draw incredibly fast, especially with Hemet, Jungle Hunter. SO KEEP THEM IN YOUR MULLIGAN IF YOU HAVE TO, IT'S YOUR WIN CONDITION.
2) Play both Drywhisker Armorers and at least one Cornered Sentry throughout the game. They are already included in most warrior decks, they are simply pretty good cards as is. Also play Blood Razor, as it'll allow you to go infinite with shudderwocks, as will be explained in step 6.
3) Try your best not to let them bounce Lifedrinker and try your best to remain healthy (at least 18 health).
4) Wait for the opponent to start the shudderwock combo. They will only be able to play it 2 times from 10 mana (assuming it didn't come from Far Sight, and do 6*2=12 damage, or 9*2=18 damage if they bounced lifedrinker. Make sure you have enough health+armour to survive the first shudderwock turn. Against shudderwock shaman, that's not too hard to do.
5) Play Bring It On! (not a mandatory step, since you'll get enough armour without it, but playing it allows you to go infinite). Play Azalina Soulthief. You will get the 0 mana copies of Shudderwock in your opponent's hand.
6) Play Shudderwock. It will summon raptor token, and once their board is filled, Drywhisker Armorer will gain you 14 armour per proc. If you played them twice in the game, that's 28 armour per shudderwock. The Azalina Soulthief battlecry is also in your battelcry pool, meaning you'll keep getting 0 mana Shudderwocks per Shudderwock. The Blood Razor battlecry ensures that by the time you'll play your 6th shudderwock, the first one will die. Then each sunsequent shudderwock, another one will die. This means you'll be able to conitnue playing them until your time runs out. Even though the bloodrazor may kill the raptor token right before the Drywhisker Armorer and prevent armour gain every now and then, the fact that you can play dozens of shudderwocks means that you'll gain a LOT of armor. Over 200, easily. The opponent will not be able to deal more damage per turn that the armor you gain per turn.
Edit: You can consider one copy of Lifedrinker which can deal 30 damage in one turn when you play 10 shudderwocks. If you opponent decides not to concede, the game will end in them taking lethal fatigue damage eventually, but that will take a LONG time (check the youtube video I linked at the top. Spoiler: FIFTY MINUTES). In order to save that sort of pain, it may be worth just putting in a single copy of Lifedrinker. However, it's not key to the combo as most opponents will concede, so don't hesitate initating plan drain-the-soul-of-shudderwock-players even without Lifedrinker in your battlecry pool unless you're really sure it's the type of player that would prefer to waste half an hour rather than concede.
Another option, btw, is to add Marin the Fox to lockup their board. Then you can simply deal damage with your own board. 6*7=42 which is enough to kill them from 30. I prefer lifedrinker as a "decent" 4 drop that helps a little with survivability, but Marin the Fox would be a pretty cool value card.
But wait! What about the anti-anti-shudderwock strats?
Credit to thebelgianemperor for figuring this out: If the shudderwock player sese your plan coming and decides not to Grumble, but instead to only zola, then what? They'll be able to create boards of 3 to 4 shudderwocks every turn by playing a single 9 mana shudderwock every turn, and you will only be able to copy 9 mana copies (or 7 with Bring It On!), and that won't be enough to stop them dishing out damage with the actual shudderwock minions. And you can't clear them every single turn. Do you just hope that zola goes off before saronite?
If we ever reach this high level counter-counter play scenario as the norm, then tech in a King Mosh. You have two Blood Razors, so you rely on them going off before King Mosh's battlecry to clear their shudderwocks. At that point, whoever has their battlecry go off in the wrong order first loses: You because your face gets bashed in by shudderwocks (if you've gained enough armour, you can hope to survive the smorc despite the failed ordering and live to roll again), or them because they no longer have shudderwocks in hand. However, you cannot do this on the same turn you play Azalina, so you have to survive one turn of 3 to 4 smorcs from shuderwocks. Prep yourself to survive that.
But Kwak, I don't want to leave things to chance: Too bad, you're playing Hearthstone. Best thing you can do is guarentee that the first shudderwock will 100% clear their board. Play Bring It On! before you play Azalina, and make sure you're in Scourgelord Garrosh mode. Then, you can hero power before playing a 7 mana shudderwock for a combined 9 mana. Your hero power will guarentee that they are damanged before the King Mosh battlecry procs. Doesn't work for subsequent turns because they'll play their 7 mana shudderwock and get 9 mana shudderwocks back with he zola battlecry (if they get the right ordering), so you'll be stealing 9 mana shudderwocks again, which you can't play with your hero power :(
YOU JUST SURVIVED THE SHUDDERWOCK COMBO AS A CONTROL DECK!
It's not a guarenteed win condition, since it requires drawing into pieces and remaining healthy enough to survive the initial shudderwock combo. But the key idea is that all these cards all ALREADY used in various warrior decks, and now the winrate against shudderwock shaman goes from bascially 0% to around a 50/50.
P.S. Since the combo doesn't actually deal damage, you sometimes just have the count on the opponent conceding. Minor (or maybe not so minor) detail :)
Bonus: It's a lot of fun to see the soul drained out of shudderwock players as they lose to their own combo card. Azalina Soulthief is also handy against taunt warrior, control mage, and other slower matchups.
You can tinker with the control shell as you see fit according to the meta. Stuff like ooze/harrison, mc tech, and other stuff is fine. I simply like my current build, as it has some extra late game options to beat slower decks instead of having a lot of tech.
you had any thoughts on an updated version for BD yet? I know there are a few up on here already, but they probs just have azalina in as tech.
I'd like to work out what the bare bones of it is in the coming expansion so I don't craft needless cards.
You're probably asking kiwii but I'll give you my answer anyway :)
I've thought a little about it. I don't mind giving you my thoughts on it now, but I'm not going to update this list as this isn't theorycraft. I'll update it when I settle on a preferred DB version, probably on the first few days.
My ideas: I'm going to try replacing the DK with Dr. Boom, Mad Genius. Worse for removal, better for value, and control warrior is a deck that ultimately tries to outlast and outvalue. Another inclusion is Dyn-o-matic, which I really like as a midgame board control card that also provides tempo (warrior is good at board control, but rarely gains any tempo while doing it, so it relies on the opponent running out of threats), and the fact that it kills raptors is relatively meaningless for the antu-shudderwock combo since so does blood razor and it targets your own shudderwocks as well. Omega Assembly and Weapons Project + a Harrison or ooze will probably make their way in as well, and Eternium Rover for sure.
I'll get rid of a tar creeper, both direhorn hatchlings, the DK, the geist, and maybe a copy of a removal/aoe spell (not sure which yet).
That's also a good one. Solid mech against any fast deck, and it doesn't interfere with the shudderwock infinite combo because the blood razors will kill off the annoy-o-trons every two shudderwocks, so you can always always more more cheap shudderwocks (if the oppoment plays grumble, which a good shudderwock player will know not to do against warrior xD)
Why don't you look at when trump released the video, and when I posted this deck. I'm also pretty sure Trump didn't come up with the idea first.
Also, never claimed the idea as my own. I just made a control warrior deck with the Azalina package, posted it, and made a guide for it. I got the idea from a comment on hearthpwn when the patch was announced, way before it was released. When it came out, I decided to try making a control deck with the package. And this is it.
Not my idea, but my own manifestation of the idea in a control warrior deck.
This deck is absolutely insane, I really like being able to completely shut down a very good deck with something that has a ton of potential outside of this specific match-up. Not only have I had a ton of fun trying this deck, but I also believe that it will be quite crucial with the new expansion coming around, having something that disables such an archetype can be quite important.
Here is a video showcasing the strength of the deck against an unsuspecting shaman! I hope you enjoy :D
Haha, wrong deck, but that's a good one as well :)
Depends on whether you want to play taunt warrior or control warrior. My deck is control, that deck is taunt. Different matchups strengths and weaknesses, both tons of fun against shudderwock
A second Stonehill Defender should indeed be fine, acting as both early game stall and can fetch you late game cards. I'm not too sure whether a second Bring It On! is worth it. I'd rather play a copy of Dead Man's Hand which is useful against control matchups like BSM, or play a copy of some sort of tech like Harrison. Depends on the meta, I'm leaning towards Harrison as a decent midrange body and card draw. After all, Direhorn Hatchling is already anti-fatigue.
Don't feel pressued to craft Scourgelord Garrosh, because I'm relatively sure Dr. Boom, Mad Genius might replace him. Not guarenteed outside of mech decks, but likely. As fo Rotface, it's the least important legendary in most topheavy warrior decks. It's fun and can highroll, but it takes setting up and can lowroll as well. Yipp is so much better imo.
I seen the marin version in action, it's beautiful.
Awesome, you actually took the time to read the guide!
Ikr, so beautiful it makes my eyes tear up when I see it work :')
nice version. I can't afford the cards for it right now, but I'm hoping there will be some new version in BD I can play.
seen a few games and the deck is beautiful.
I reckon I could build a cheaper version though just inside of a quest warrior.... hopefully there is room to fit it in the new control warrior next week. (not played warrior in so long, really looking forward to the new cards and getting to use my draenor cardback again)
Good catch, behold the anti-anti-shudderwock meta!
I had to think about that for a while, and what I came up with was tech in King Mosh. That's a good control warrior tech already, and if one of the two Blood Razors proc first, it'll clear you shudderock board every turn. Basically, it turns in the game into who messes up their battlecry first.
Would be super funny if that's actually what it came down to in game :p
You're right, I said that more as a joke. It's an anti-anti-shudderwock strategy, not a deck.
I just lost to this as a taunt warrior at rank 5 and had to find this deck. He took my quest weapon with Azalina Soulthief and proceeded to kick my butt the whole game with bigger threats. Really cool deck, props to you.
Thanks man! The control deck I just quickly put together after the patch, and I'm suprised at how well control warrior simply works in the meta right now, and how flexible Azalina and the other "anti-shudderwock" cards are. I also haven't been able to find many shudderwock shamans anymore (went into hiding, I presume). I even beat a quest rogue right now because 4/4s apparently don't do jack against 30 health and 40 armor, plus tons of removal. and +8 health threats.
I highly encourage playing control warrior as a send-off to the dynamic witchwood meta, which has really been unpredictable.
Would this work too without Rotface and Scourgelord Garrosh?
Yep! I just like them because against slower decks (e.g. like shudderwock) they push insane tempo if set up correctly which volcano and dragon's fury and stuff like that can't clear. It's worth having for control warrior, but you can also build a more fatigue based warrior, or midrange warrior, or rush warrior, or taunt warrior, or whatever shell you want. The azalina package works in them all.
In terms of the control warrior shell, which is probably the best warrior deck for ladder right now, the DK may be replaced by Dr. Boom in the next iteration of control warrior if it's good enough (I think it probably will be, but we'll see). Just replace Rotface with some other threat.
Edit: Credit to Fibbonacci for this one! Consider replacing rotface with Marin the Fox. In non-shudderwock matchups, it's a value cards that control warrior can afford to run. Against shudderwock, you can completely fill up their board and prevent them from playing anything on their turn.
Ty, I'll try the deck in casual until I meet a shuddercock shaman and see what happens xD
yes, the only reason to run one or another is when you're running them together, if you don't have rotface you sohuldn't ven bother adding the dk, and if you don't have the dk rotface is mostly a tempo loss, at that point you should just add Marin the Fox and lock his board with 0 mana chests and the other replacement may be adding a Void Ripper just to get value from chests and kill Spreading Plagues.
Moreso for rotface than for the DK. The DK is just really great removal for three turns in the late game, when you might not need armor anymore. Also insta-wins against odd pally if you can get to it safely. I would definitely run the DK even without rotface. I've played the DK quite a bit, and it's better than people give it credit for, only problem is that warrior as a whole hasn't been that good.
Doesn't really matter though, as I'm 99% sure Dr. Boom will replace it.