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Rank 5 to Legend 10/21/2018 ShudderKnight

  • Last updated Nov 12, 2018 (Boomsday)
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Wild

  • 18 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Shudderwock Shaman
  • Crafting Cost: 12280
  • Dust Needed: Loading Collection
  • Created: 10/21/2018 (Boomsday)
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  • Total Deck Rating

    59

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***UPDATE 11/12/2018****

Currently swapped out Sandbinder for a Gluttonous Ooze as weapon removal seems to be more important with the resurgence of CubeLock, Even Pally, and Weapon Rogue

**************************************************************************** 

This is "my" Shudderwock deck that I got to Legend with in Oct 2018. I call it "my" Shudderwock as they are all mostly similar. Not going to lie, this deck is pretty strong after the Giggling Inventor and Mana Wyrm nerfs!

 

I didn't use a stat tracker for this climb, but I'd say my winrate was around 70%. Possibly higher. This deck is pretty complicated to play, but done correctly it is a beast.

 

If I get 20 likes I'll write a mulligan guide. If I get 50 likes and I'll write a full guide! Ehhhh... I decided to make it all anyway! Enjoy! But please give a LIKE as well :) Also feel free to write some comments, I'll try my best to answer any questions/comments! Thanks!

 

GUIDE:

Always hold Prince Keleseth

 

Acolyte of Pain with Volcano is the ultimate drawing tool.

 

To guarantee yourself of getting back Shudderwock, you need to do the following:

  1. Get to 9 mana
  2. Play Zola the Gorgon (3 mana)
  3. Play Grumble, Worldshaker, this gives you a 1 mana Zola the Gorgon to guarantee a 9 mana Shudderwock if that turn fails.
  4. NOTE: you want to do this against certain Control matchups, in aggro you typically want to use Zola on Saronite Chain Gang, Glacial Shard or Mind Control Tech
  5. NOTE: If you can’t perform this trick due to whatever reason, TRY to either Zola or Grumble a Chain Gang back to hand at least once to increase your odds of getting back Shudderwock.
  6. ***NOTE*** If you Farsight into Zola, you don't need to do the above and just keep Zola in hand for after you play Shudderwock.

 Another concept to be aware of is that sometimes you don't need the Shudderwock combo to actually work. There are many classes that can't handle 3 6/6's on turn 9. In quite a few situations it is beneficial just to play Shudderwock early if the class can't clear it.

-HUNTER-

Mulligan: Hex, Volcano, Acolyte of Pain, Earth Shock, Mana Tide Totem, Mind Control Tech

 

Guide: There are mostly 3 main Hunter archetypes at the moment, Deathrattle; Face; Secret.

Out of those 3, Secret is probably the most winnable, then Deathrattle, then Face. Secret and Deathrattle are thankfully the most played so I always mulligan for them as above. If you KNOW an opponent is Face, then you’d want to mulligan harder for AOE removal.

-Face-

Just try to survive! Kill enemies almost as fast as possible. In many cases you want to use AOE sparingly, but this is not one of those cases. You could even use an AOE on 3 enemies to save hero health. You need to get lucky and draw into Healing Rain and additional AOE spells to win.

-Deathrattle-

Another tough matchup. Ideally, you want to save Hex for Carnivorous Cube on turn 5 if your opponent misplays and actually Cubes a Devilsaur Egg. You actually want to ‘let’ your opponent waste his Play Dead cards on the Egg instead of on the Cube. If your opponent is able to Cube and Play Dead on King Krush it’s game over…

-Secret-

Save your Volcanos for after they play Deathstalker Rexxar and try to use Lightning Storm on the Hunter spell stone card. If they create minions from Rexxar like a boss, then you could die, but don’t panic and keep drawing to your Shudderwock.

 

-MAGE-

Mulligan:

Aggro Mage - Acolyte of Pain, Saronite Chain Gang, Glacial Shard, all AOEs ***Pray to be on coin***

Control – All draw cards (you’ve got time)

Guide:

-Aggro-

With the nerf of Mana Wyrm, this can actually be winnable. You need to get lucky with the coin and make educated guesses on the secrets they play. Drawing into Healing Rain can be game winning. Try to clean their board as soon as possible and you can even feel free to AOE even 2 enemies to reduce damage.

-Control-

You need to perform the Shudderwock trick stated above for this matchup as failing to get a Shudderwock back into your hand is the only real way you lose. Use The Black Knight on The Lich King. Save your Lightning Storms for Dragoncaller Alanna. Be careful not to allow an minions get 1 health after Frost Lich Jaina is played.

 

-DRUID-

Mulligan:

Aggro(Token) – Haven’t really seen this one much anymore. Which is good because it’s a terrible matchup! All AOEs and Heal cards.

Control - Far Sight, Acolyte of Pain, Hex, Sandbinder, Mind Control Tech 

Guide: ***NOTE*** ***UPDATED 11/12/2018*** I have been re-evaluating how I play Druid. I'm not sold on my method and am posting an alternative method below; Before I stated that you NEVER want to hold Mana Tide Totem which I now believe is false. I think the correct way to play this matchup is to actually go REALLY strongly for draw and play Mana Tide Totem as early as possible, but be ready to kill or silence it if your hand size is getting too big. You need to draw combo faster than the druid**** 

-Aggro-

Hope they misplay and you’re able to clear their boards with AOEs while avoiding Soul of the Forest. Don’t overextend your board into Spreading Plague. Pray!

-Control-

REALLY hard, but winnable. There are 3 main versions, Taunt, Malygos, and Togwaggle. These decks are similar to play against. Try to NEVER play Mana Tide Totem unless you are desperate or can clear is with Volcano. Try to never have more than 6-7 cards in hand at any one time as Naturalize can mill Shudderwock. Don’t overextend into Spreading Plague. Now for the specifics below ***See 11/12/2018 Druid note above***

-Taunt-

Try to save your Hexes for The Lich King or Dragonhatcher if you can, but feel free to use them relatively early to screw up their Hadronox. This deck doesn’t have Spreading Plague so you can and in most cases should get a larger board keeping in mind Primordial Drake. Make sure you are facing Taunt before overextending your board though. ***See 11/12/2018 Druid note above***

-Malygos-

Draw fast, but keep your hand size to 7-8 cards due to Naturalize. Use Glacial Shards on the Druid Hero once they equip the weapon. This will give you more time to draw and prevent them from pulling off the Malygos combo. Try your best to keep your health at 30 and remember that they play Alexstraza. ***See 11/12/2018 Druid note above***

-Togwaggle-

This is all about hand size and drawing your combo before them. Keep your hand size at 5-6 cards to prevent King Togwaggle from screwing you. Use Glacial Shards on the Druid Hero once they equip the weapon. IMPORTANT: Use your Lifedrinkers as soon as possible and DO NOT keep them in your hand. Otherwise the Druid will be able to out damage you at the end of the match if they steal them. If you are positive that the Druid is Togwaggle, then you might even want to hold Lifedrinker in your opening hand. Azalina Soulthief is the main reason you need to play the Lifedrinkers early. She will steal all the Shudderwocks you create so if their Shudderwock doesn’t damage you and heal them, then you can outlast their armor. ***See 11/12/2018 Druid note above; Also note that in this particular matchup you need to be VERY cautious about hand size especially if the Druid is more than 15-20 cards through their deck***

 

-PALADIN-

Mulligan:

Aggro - Acolyte of Pain, all AOEs, Mind Control Tech, Sandbinder, Hagatha the Witch

Control - Mana Tide Totem, Acolyte of Pain, Hex

Guide:

-Aggro-

EZ clear their board. Of course, easier said than done! Acolyte of Pain is a great starting card to clear their 1/1s and draw you towards your AOE and heals. Always try to keep as many Silver Hand Recruits off the board at and after turn 5 due to Level Up!. Use Glacial Shards to prevent Vinecleaver swings or a super buffed minion in a jam. Try to use Lightning Storms before Volcanos if possible, but just try to stay alive. If you have Hagatha the Witch in hand then leaving a couple of Silver Hand Recruits as a bait is an OK move.

Even Pally is basically the same tactic, except that deck is a bit slower so it is easier to manage life total and draw into your AOE and heals. Be aware of your life total and that they have Avenging Wrath. Try to Hex the Val’anyr minion and/or The Lich King.

-Control-

The only true control Pally I faced was either Mech or some Exodia version. Both are pretty EZ and just try to draw as fast as possible to get your combo. Use Hex on value minions and make sure to keep the Exodia minions off the board.

 

-PRIEST-

Mulligan:

Control - Mana Tide Totem, Earth Shock, Hex, ***The Black Knight***, ***Shudderwock***

Guide:

-Control-

This matchup is HARD!!!! This is typically Resurrect or Velen/Malygos combo decks, but I’ve also seen a Fatigue and Mecha’thun version. They are all very difficult to deal with. On top of that, there are many different version of each one so you have to be super cautious when playing any Priest.

-Resurrect-

Try to Hex The Lich King or one of the big Taunt cards. Try to keep a few minions on the board to kill Witchwood Grizzly and Lyra the Sunshard. Try to save Volcano and Mind Control Tech for their big Lesser Diamond Spellstone turns. You also need to keep a balanced board and not overextend into Psychic Scream especially if you have no draw cards or Shudderwock in hand. Basically you need to get to your combo ASAP and hopefully you can clean and Hex his big threats.

-Velen/Malygos-

Try to Hex Malygos and Velen, but unfortunately you may also need to Hex The Lich King. Shadow Essence can fuck you here though so try to keep some minions on the board to kill the 5 health ones. Keep your health high as a combo can come from anywhere. Use Hagatha the Witch early to get extra value spells and hopefully more heals and Hexes or Earth Shocks. Pray!

-Fatigue-

The only Fatigue Priest you need to worry about is the one with Azalina Soulthief. You need to employ the same tactics as with Togwaggle Druid. Use your Lifedrinkers quick and get to that combo! Be aware to not overextend your board to get screwed by Psychic Scream

-Mecha’thun-

Beat them to the combo. That’s it! Don’t overextend and don’t play Acolyte of Pain unless you can Volcano it for mass draw.

 

-ROGUE-

Mulligan:

Aggro - Earth Shock, Volcano, Glacial Shard, Mana Tide Totem, Acolyte of Pain, Hex

Control – Much more rare, but I’d say basically the same cards as above.

Guide:

-Aggro-

Try to get as many draws as possible off Acolyte of Pain or Mana Tide Totem. If they straight up ignore any of these 2 cards assume they have QUICK damage in hand and try to clear their board pronto! Try to use Acolyte of Pain early or with Volcano if possible to avoid Vilespine Slayer killing it. Lightning Storm is far weaker than Volcano so it can be used on less vital minions. Must kills are Vicious Fledgling and Hench-Clan Thug. Glacial Shards are a great damage stopper in a bind. Try to keep your heal total as high as possible.

-Control-

What I’m calling Control is more the midrange and combo decks so here goes:

-Malygos Deathrattle-

DAMAGE ASAP! Play your cards as fast as possible and just go face! If they get the Deathrattle weapon equipped use Glacial Shard to freeze face. Pray!

-Shuffle-

This is relatively slower and you can usually draw your combo and win before they do. The key is identifying that it is shuffle which typically identified turn 3 when Augmented Elekk is played. Save your AOEs for big Spider turns and you can use your Hexes more freely as the only big issue is Edwin VanCleef. Again, getting combo fast is key so try to use Acolyte of Pain/ Volcano is possible.

 

-SHAMAN-

Mulligan:

Aggro – AOEs, Hex, Acolyte of Pain, Mana Tide Totem, Glacial Shard, Mind Control Tech, Sandbinder, Saronite Chain Gang

Control - Mana Tide Totem, Saronite Chain Gang, Sandbinder, Shudderwock, Far Sight, ***Acolyte of Pain Volcano*** if you have both

Guide:

-Aggro-

Try to get board control and use AOEs sparingly. Hex giants if you can. Don’t throw out Acolyte of Pain without a good reason. Losing draws is just not an option. Play Mana Tide Totem if protected behind a Taunt if possible. If you gain board control the match is basically yours to lose after that. Then just get combo and win!

-Control-

 This is typically the mirror match. The key here is to draw faster. Hex their Acolyte of Pains and kill or Hex their Mana Tide Totems if you’re desperate. Do the Zola/Grumble trick as if you fail the combo it’s GG. Also try to always use the Acolyte/Volcano trick as they will try to Hex your Acolyte of Pain. Keep a watchful eye on hand size and DON’T play Hagatha the Witch if possible as it makes hand management more difficult. So this matchup is basically DRAW, DRAW, DRAW and don’t let them draw!

 

-WARLOCK-

Mulligan:

Aggro – AOEs, Acolyte of Pain, Mana Tide Totem, Glacial Shard, Mind Control Tech, Sandbinder, Saronite Chain Gang

Control - Hex, Acolyte of Pain, Mana Tide Totem, Glacial Shard, Earth Shock

Guide:

-Aggro-

Try to get board controls and you your AOEs sparingly. You will typically need to get semi-lucky and get some 3-4 damage highrolls with Lightning Storm. Volcano is typically more valuable as it can deal with the higher heal minion board. Try to keep the board clear by turn 5 as that’s when Fungalmancer hits. So turn 4 is a good AOE turn. Mind Control Tech is very strong and can help you make value trades when the Zoo just goes face. Keep track of Soulfires as they could account for that last damage push, so try to keep your health above 10 at all costs!

-Control-

-Even-

Use Earth Shock on Twilight Drake if they mistakenly throw it early. You can Hex Mountain Giants or Dread Infernal or Hooked Reaver in a bind. Volcano is also ideal for dealing with an early Mountain Giant so feel free to use one there as Hexing demons is pretty good. Hagatha the Witch is great if used early for the extra Hex and AOE possibilities. Then just do the Zola/Grumble trick and win with combo!

-Combo Breaker-

You need to get lucky here. If they mill your Shudderwock it’s basically over. If Demonic Project transforms Shudderwock it’s basically over. So you need to draw relatively quickly while using Grumble, Worldshaker to pick up as many Saronite Chain Gangs and other minions to kind of hold in you hand to mess up Demonic Project. You also want to use Zola the Gorgon to get more Saronite Chain Gangs. Then try to play Shudderwock ASAP and hopefully you get more than enough Shudderwocks to keep the train going. You typically don’t want to play Hagatha the Witch as the spells fill up your hand and that’s not good, you need non-combo minions in your hand!

 

-WARRIOR-

Mulligan:

Control - Hex, Acolyte of Pain, Mana Tide Totem, The Black Knight, Earth Shock

Guide:

I’ve really only seen Mech Warriors, the only other one I’ve seen had Azalina Soulthief, so if you notice a non-mech warrior card being played then be cautious and play your Lifedrinkers ASAP. Then they can’t damage you when they steal your Shudderwocks.

-Mech-

Hex their Direhorn Hatchling or just The Black Knight it. Just play it slow. Draw your cards, watch your hand size, and get the combo. Do the Zola/Grumble technique and then it’s basically GG.