Uldum Shudderwock OTK
- Last updated Aug 1, 2019 (Saviors of Uldum)
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Wild
- 20 Minions
- 9 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Shudderwock Shaman
- Crafting Cost: 13200
- Dust Needed: Loading Collection
- Created: 8/1/2019 (Saviors of Uldum)
- Beatsz
- Registered User
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- 5
- 28
- 97
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
5
A new breed of Shudderwock.
A new version of Shudderwock Shaman that relies on a lot of new Saviors of Uldum cards for everything from card draw, value generation as well as setting up an OTK.
The deck can be divided into three aspects:
1. The OTK
- Omega Defender grants your Shudderwock +10 attack for a total of 16 (6+10)
- Siamat grants your Shudderwock Windfury (and probably another effect that's optimal for your situation (not sure whether or not the effect is random, read the last paragraph of this description before replying regarding this ^^)
- Coppertail Imposter grants your Shudderwock stealth (so it's harder to remove on the turn you play it)
- Shudderwock that's played after playing just the three aforementioned cards comes into play as a 16/6 with windfury and stealth (and probably divine shield in most situations), which means the opponent has to remove or block it at all costs or they take 32 damage on the very next turn. Additionally you can increase the stats to 16/12 or 16/24 by playing Faceless Lurker, making it more resilient and giving you the option of giving it something like taunt and rush against aggressive decks instead.
2. The Quest:
With a whopping 21 battlecry cards in this deck, Corrupt the Waters is an incredible fit. The quest serves three purposes in this deck:
- Card draw: Questing Explorer is one of the best stated card draw cards in the game, which makes it a fantastic fit for a Shudderwock deck, which really likes drawing cards. It has the slight downside of not being active once you completed the quest, but if you did you're already in your element, and the upside of playing Questing Explorer on turns 1-4 far outweighs this occasional downside. Once the quest is completed, it serves card draw even better, since you can double up on the card draw from cards like Novice Engineer and Storm Chaser.
- Value generation: Where to even begin. This deck has so many ways to generate value it actually scares me. You have cards like Sludge Slurper, EVIL Cable Rat and Barista Lynchen, all of which generate double the number of cards when used with the quest, and all the cards they generate can have their effects doubled again with the quest reward still active. This ensures that even if your Shudderwock gets removed, you still have a damn good gameplan against almost every deck. And did I mention Swampqueen Hagatha? If generating two Drustvar Horrors, both of which trigger their effects twice and then again with the Shudderwock, which adds yet another Horror whose battlecry you can double up on into your hand doesn't get you excited, I don't know what will.
- Survival: Along with generating value, plenty of cards in this deck have battlecries that are invaluable at staving off aggression, especially when their battlecries are doubled. You can use the quest reward with Kobold Lackey or Weaponized Wasp to deal double the damage, Storm Chaser to draw two removal spells, even Hagatha, the Witch dealing 6 damage to everything is amazing. There's obviously some anti-synergy between Hagatha and the quest, since she replaces your hero power, but I think the effect is strong enough that she warrants inclusion. The hero powers are pretty comparable, but she gives you the option of fishing for specific spells depending on the matchup and guarantees your Shudderwock comes into play with a bit of a board clear if she's played beforehand, which is obviously very powerful too. Another card that needs to be mentioned here is Faceless Lurker, which is a 5 mana 3/12 on a turn that you've used the hero power, and also doubles your Shudderwock's health to 12 (or 24 if both were played) to make it more resistant to removal.
3. Removal and Tech cards:
Along with all the minions that have damage dealing battlecries, this deck also has plenty of Spells that can be used to keep the board under control. You have two copies of Hagatha's Scheme, as well as a copy of the new Earthquake to remove the vast majority of boards your opponents are likely to put up. A copy of Lightning Storm is also included, to give you more consistency against zoo-type decks. An extra quasi-removal card in this deck is a single copy of Plague of Murlocs, which will let you clear the board even when facing removal resistant decks such as Lucentbark druid or Conjurer's Calling mage.
Along with removal, you also have a single copy of Witch's Brew to help you recover if you took too much damage against aggressive opponents during while finishing your quest and setting up Shudderwock.
Lastly, the only truly tech card this deck includes right now is a single copy of Big Game Hunter, mostly to prevent getting blown out by an early giant against Conjurer's mage. The effect is also repeated by Shudderwock, which can come in handy. You actually have more tools for dealing with Conjurer's Calling mage than most decks do, since you actually have 4 AOE spells capable of dealing with Mountain Giants, damaging battlecries and significant amounts of tempo you can put on, but since cards like Hagatha's Scheme can be unreliable and the AOE spells in general can be too slow, especially for a turn 4-5 giant, adding a Big Game Hunter seems wise.
4. Cards that didn't make the cut but should be considered depending on the meta:
- Second copy of Big Game Hunter, if Conjurer's mage is a force in the metagame.
- Hex, if the meta requires transform effects or big single target removal.
- Second copies of Lightning Storm, Earthquake and/or _______, if there's a lot of aggro decks on the ladder at your rank.
- Giggling Inventor, also for an aggro meta. You can summon 4 Annoy-o-Trons with your quest, and they get summoned again when you play Shudderwock. Doomsayer is also always an option in such a meta.
- King Phaoris, if you feel generating massive board presence will improve your odds against the decks you are facing. In such a meta, you'll probably have enough of your spells in hand to generate a full board when you play King Phaoris, and again when you play Shudderwock.
- Archivist Elysiana, if Control Warrior is still the dominant deck on ladder, and this deck somehow can't outvalue it (which would be a massive surprise to me, but we all know Control Warrior can be more resilient than a cockroach sometimes).
- Lastly, a copy of Windfury (or another Windfury-granting card) is useful if Shudderwock gets random effects from replaying Siamat rather than the ones you chose originally (I am not 100% sure how that interaction works). Note that even if you do not get windfury, a 16/24 with something like divine shield and rush will generally win you the game against many decks anyways, especially when combined with all the value and tempo you can generate with your deck full of battlecries. I'll update this section when I can test how the interaction works. If anyone has official word regarding this, let me know).
If you got this far, thank you for taking the time to consider my deck. I'd love to hear your thoughts. Do you think it will work, or why not? What are some other cards you think I should consider? Is there anything I've missed?
Thank you,
Beatsz
Dude, even if you get the desired randomness you'll still not be able to kill your opponent the same turn. So this means that this is not an OTK. This is a TTK instead - two turn kill which is severely conditional. Please fix your naming so you won't clickbait others who will then downvote your decklist.
Cheers for the idea though.
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Yes, I realize how strong the deck can be and that it doesn't relly on this "combo" to win games. And that's exactly why I think the deck can be even better if you cut those combo pieces for better cards. Let's be realistic : omega defender, coppertail imposter and faceless lurker are really bad outside of giving their battecry to Shudder and could be replaced with far more effective cards. I see your point of a 3/12 taunt, but really it's a 7 mana 3/12 which is ok but not incredible, and before that it's a 5 mana 3/6 which is extremely bad.
I honestly prefer a good turn 4 play to buff my Shudder's HP than a bad turn 5.
To be fair I see the fun side of it but I'm sure this is not the optimal way of building Quest Shaman. I personally built a Bomb Shaman deck, which is also a fun take on the quest, but will surely aswell not be the optimal way to go.
Also you say it can only be dealt with Twisting Nether, Brawl and Shrink Ray/Equality + Cons. Let me list all the things that can go wrong :
- Venomazer + Missile Launcher
- Deadly Shot (since your Shudder doesn't summon anything in your deck)
- New Priest Plague
- Plague of Murloc
- Plague of Wrath
- Warlock's Plague
- Big enough Hagatha's Scheme (Not unlikely)
- Frost Nova
- Blizzard
- Aoe silence priest card (forgot the name)
Also soft counter : any taunt
And for the luls : the legendary that transform you into a squirrel !
Anyway, just to say I've tried it a lot this expansion already, and we didn't have all these plagues. I find the refining of Quest Shaman being already super restrictive in terms of card slot, so sacrificing so much for something that will, tbh, never work, is bad imo.
Fun as hell though I agree, imagining the face of your opponent when he realizes he can't deal with your 26 atk windfury invisible shudder is pretty cool.
Fair enough, there's always the question of what works for the meta you're in, but I don't think the sacrifice to include this package is big. Think about it. All this "OTK package" includes is
I was mostly talking about guaranteed clears. Shudderwock in this deck will still almost always summon some 2 drops from the Faceless Lackey, and often some minions from the Horrors too, so cards like Deadly Shot might be much less guaranteed than you assume, and even Venomizer + Missile Launcher (which I definitely should have mentioned but forgot to) isn't guaranteed, since your Shudderwock will have divine shield 50% of the time if the effect is random and nearly 100% of the time (since it's the best options besides Windfury) if it repeats the ones you chose with Siamat. It's also a two card combo which isn't really something you should expect to consistently have to deal with, especially if the opponent isn't expecting your giant Shudderwock.
Cards like Blizzard and Frost Nova are where the increased health on Shudderwock actually becomes important. Let's say you're playing against Conjurer's Calling mage. They don't run Polymorph, so even if they freeze your Shudderwock for a turn or 2, they still have actually get through it, which will often necessitate that they trade their entire board in, or even spend a ton of their burst on it. And if they're freezing your Shudderock you can always play Barista Lynchen to just get another copy.
As for a 24 damage Hagatha's Scheme - that's incredibly unlikely. You only ever see that in a Control Shaman vs Control Warrior matchup, since that's a matchup that can last 40 turns and the Schemes are useless in the matchup. Neither of those will happen here. This shaman deck will have drawn out all it's cards and played Shudderwock long before getting to turn 24 (and even that would require that your opponent had a Scheme in their opening hand), and Schemes are actually good against you, since you have plenty of ways to build a board.
A lot of the new schemes are obviously great answers to a big Shudderwock, but we have to actually see whether they see any play first. We have no way of knowing how good any of the new AOE cards will end up being.
Taunts can be a soft counter, but even those will often just die to the random damage effects that your Shudderwock will replay, and you might even have a minion or two on the board to trade into them besides.
There's multiple ways to build it imo, the real thing that determines which version will see play is what the meta ends up being. Sure, if the meta is full of transform effects, you're better off just running additional packages dedicated to summoning minions (personally, I'm pretty excited to try out King Phaoris in this deck), but if we're in a zoolock meta, or the tier 1 deck is a Control Druid or Conjurer's Mage, there's a a good argument to be made for having a giant 16/24 stealthed minion as a possible finisher.
I made a true OTK Shudderwock for standard.
The premise of the deck is to maximize Shudderwock's direct impact when played. If done correctly, then it will be a OTK. Shudderwock would do 12 damage from battlecries (from Lifedrinker and Nightblade) and 12 damage from deathrattles (the bombs). The bombs need to be killed and that is where Dragonmaw Scorcher, Mossy Horror, and Beakered Lightning come into play. Da Undatakah is there to get deathrattles from the bombs. Shudderwock will gain the deathrattle of 3 bombs when played. Injured Tol'vir reduces Shudderwock to 3 health. Once all the battlecries are done, then you hit Shudderwock with Lightning Bolt to kill it and deal an additional 6 damage with the deathrattles. So the damage output would be 12+12+6= 30 damage.
Chances are your opponent will be dead long before this, but for the long games this could give you the win in 1 turn.
That OTK will never go off.
The order battlecries go off in is random, which means you need to be extremely lucky that everything lines up. If Mossy Horror Dragonmaw Scorcher and triggers before either Explodinator or Whirlglider, the bombs don't die, so you no longer have enough damage. And then you need to wait even longer, making sure you have double Beakered Lightning in hand, etc.
This is also a combo that requires 14 or more separate cards to pull off the OTK, most of which are cards that are terrible and you'd never play in this deck if not for OTK potential. Sorry, but if you're wasting your mana on 5 mana 3/3s Nightblade and 2 mana 2/1 Whirliglider, you're just going to die way before you draw through your deck. Seriously, even Control Warriors will just kill you.
Let's make a deal. Record your games, and if you pull a single OTK off in the first 2 weeks of the expansion in Legend or ranks 1-3, post it here, and I'l personally send you a 20$ Battle.net gift card. That's how sure I am this won't work.
I never said it was viable or that it would work in high ranks. I just said it is a way to have a OTK with Shudderwock. Someone in the comments said there is no way to have a OTK Shudderwock deck because you need two turns. This is a way to do it in 1.
Nightblade is not that bad. It is a 4/4 minion, not 3/3. Once you hit the quest, then you can deal 6 damage to the enemy hero when played. The bombs really don't fit very well and are only there for the OTK. I probably will never try this deck because I do not want to spend the dust on Da Undatakah
Fair enough.
came here because of the OTK...
No OTK...
Yawn.
Question, Big Game Hunter wouldn't kill your Shudderwock if he gains +7?
it most definitely would, this inclusion doesn’t make any sense
No, it most certainly wouldn't, what you talking about robotmonkey?
No minion can target itself with it's own battlecry. That's why the original Shudderwock OTK only worked if Shudderwock copied itself with Saronite Chain Gang (or Doppelgangster in wild). When Shudderwock plays the Zola the Gorgon or Youthful Brewmaster battlecry, there needs to be another Shudderwock on the board for it to target.
This is exactly the same situation. Think of it this way, if you hanbuff Big Game Hunter to a 7/7 and play him, can it target itself? The answer is NO, and so Shudderwock can't target itself with the effect either.
Please make sure you know the most basic Hearthstone interactions before you make a fool out of yourself.
Chill dude, it's a god damn game.
I'm just annoyed when guys like him come and spew complete bs. Not knowing something is fine, obviously, there's plenty I don't know about the game too, but I don't make some positive assertions and call things nonsensical when I don't know anything about them.
It's like if I walk up to you while you're playing a sport and start listing everything you're doing wrong, only my suggestions are completely wrong and against the rules of the sport.
Wouldn't you be annoyed?
Yeah, I know, this community is home from a ton of assholes. But don't take it seriously. People just want to feel better than others haha. Don't follow their game.
OTK means one turn kill but you are waitting for your next turn Feelconfusedman
I mean, you still kill them from 30 in a single turn if you pull off the combo. The original Shudderwock didn't kill your opponent in a single turn either, you have to play him twice to generate one cost copies on one turn, and then up to ten times the turn after to actually kill your opponent.
Divine Spirit + Inner Fire priest is another OTK deck that requires you have a minion on the board when you start your turn. There were some versions with charge minions that were actually OTK, but 90% of the time people played that combo they relied on making a minion stick and then buffing it up the turn after.
I can give you more examples. There's plenty of decks called OTK that are technically TTK (two turn kill) decks.
You don't chose what bonuses Shudderwock will take from Siamat's battlecry. And I tried something like that this expansion, the only deck you really wanna do this against is Warrior and against warrior... you get brawled xD It's fun though the 1/10 game when you actually pull this off and warrior misses his brawl.
I figured that might be the case, have they confirmed that's how the interaction works or is that your assumption? I'll change the description as soon as I have full confirmation that that's how it works: :)
It doesn't honestly change too much. You still have a 50% chance to get Windfury automatically, and if you don't you get two effects that should be really good on minion with 16 attack and up to 24 health. The OTK is a nice option, but it's not really a requirement - Shudderwock in this deck will usually generate you a full hand of minions and probably make quite the board with the Horror battlecries too.
And if you REALLY want to ensure you have Windfury you can always play the actual card (Windfury) on it the next turn, since you have to wait before attacking face anyways.
As for your other point, I think Shudderwock got a LOT better with the new additions. All the double battlecries make this a powerhouse in control matchups, and you have a ton of minions that deal damage as battlecries, plus new AOE spells, I think it's enough to make this favored against many agro decks.
Are there any cards you'd replace? Or any that you think should be included in the deck that aren't so far.