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Shudderwock Combo available only in Wild? HAHAH...

  • Last updated Jan 18, 2019 (Level Up Nerf)
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Wild

  • 18 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Shudderwock Shaman
  • Crafting Cost: 11860
  • Dust Needed: Loading Collection
  • Created: 1/18/2019 (Level Up Nerf)
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  • Total Deck Rating

    18

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Project initiated and inspired by Disguised Toast (had to credit him);

Infinite Shudderwock is back under a new form:

I like to call it, Shudder Lockdown™:

- You have your old times "favourite" (or despised, can't say I'm a huge fan myself of it) Life Drinker, slowly sucking off the blood of those annoying Hunters you're probably facing oh so often (thanks, Blizzard ...);

- Shudderwock, Grumble, Worldshaker as the usual combo enablers;

- Fire Plume Harbinger is needed to discount Grumble's Mana cost by 1, in order to be able to play it the turn after playing Shudderwock, if Mojomaster Zihi has been previously played; you can play it anytime during the match; you don't need to play it whilst having Grumble in your hand;

- Coppertail Imposter, granting Shudderwock Stealth for 1 turn which makes it very unlikely for it to get killed (without accounting AoE);

- Twilight Drake, increasing Shudderwock's Health while in Stealth will make for a very sticky Minion which no ordinary AoE will remove from the board;

Last, but not least:

- Mojomaster Zihi; this one makes for the "lockdown" part of the build; not only will it stop Mecha'Thun and other OTK in their tracks, it will lock the opponent down at 6 Mana, limiting their removal capabilities and making a Stealthed, Buffed Shudderwock almost impossible to remove;

Some suggestions for how the build works, in case people can't figure it out:

You want to play the following battlecries anytime throughout the match:

1 Coppertail Imposter;
1-2 Twilight Drake (2 is better);
1-2 Lifedrinker;

That's it, really; you don't need anything else;

As soon as you have done so and have Shudderwock AND Grumble in your hand and you stabilized the board to a non threatening level, play Shudderwock; Shudderwock will Stealth and Buff itself up; the turn after, granted the opponent won't kill you, play Grumble, then play Shudderwock again; repeat until you have no more Mana; make sure you always end your turn with Shudderwock played last until your opponent dies to the equivalent of X fireballs/frostbolts to the face, where X is the amount of time you summoned Shudderwock;

Some opponent pack some annoying form of AoE or have OTKs which are generally faster than yours; that's where Mojomaster Zihi comes into play: you generally want to either time Mojomaster at a time in which the opponent's OTK has been setup OR to prevent them from playing some Key, costy things (DK Jaina, Gul'Dan, Zul'jin);
against "Miracle Druid", for example, you want to play Mojomaster when they're about to play Togwaggle or Mecha'Thun, depending on the OTK;
against Control Warlock, Mojomaster Zihi prevents the opponent from clearing your Shudderwock with Twisting Nether, locking them down, you get the drill;

There is of course one BIG weakness to this combo, I let you figure it out; the widespread presence of a certain build of a certain annoying class in the "meta" right now would make me recommend not to run this for laddering purposes; or you can still do that, why not; who cares about Legend Rank, unless you haven't previously reached it before; you'll find the same crap starting from Rank 17 anyway;

Good Matchups:
- Odd Warrior and Odd Mage (you just annihilate them; watch out for Brawl/Reckless Flurry tho;);
- OTK Druid, OTK Priest (Hard mulligan for Mojomaster; draw like a Drunken Artist; if you don't get it, you lose);
- Generally Control lacking specific removal;

Unfavourable/ somewhat Even matchups:
- Very aggressive builds (while you pack a great deal of Heal and AoE vs Aggressive builds, not drawing them means you'll have a hard time);

Bad Matchups:
- aside from the usual Combo Destroying tools available to Warlock, 6 Mana or below Board clears will block off your combo; you need to make sure to force the opponent to use them before you play Shudderwock, or else it's over; adding Divine Shield to the mix could help.

Replacements:

- You can show off your ... guts and take out Mojomaster and Fire Plume alltogether for Prince Keleseth (would not recommend it);

- Adding any form of 100% secure Divine Shield for Shudderwock will make it immune to Paladin's 6 Mana or below combo board clears (except Wild Pyromancer + 2 Mana or Below Spell + Equality).

Notes:

Shudderwock Combo was doing fairly bad before the Saronite Chain Gang nerf; this version doesn't exactly improve upon the combo, it just makes it viable in Standard, faring well against what it would originally fare well against whilst losing against other matchups; I would not recommend this to ladder (especially if you face many of the Bad Matchups) or classes that could potentially pack it.