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:
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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
That's at least how it worked with Kalimos (you would get a random Kalimos effect not necessarily the one you did). So if you really wanna "otk" with this you should just play the Windfury spell imo. But the thing is, either your Shudder board gets dealt with and then it was useless (brawl, twisting never, priest plague, plague of murloc, whirlwind + plague of wrath...), or it doesn't and then you don't need to have a 1 million attack windfury shudderwock to win. Your board alone is enough.
For the cards of the deck, I don't see the point of Faceless Lurker. I would maybe try to play 2x earthquake and 2x storm chaser ? You need to draw your combo really really fast if you want to have a chance to pull it off before Warrior draws ONE brawl ^^
I agree, like I mentioned, the OTK isn't the primary way this deck wins games, it's just a nice tool to have for specific matchups. Primarily, this is a value deck that should be able outcontrol even Control Warrior. There's 21 battlecry minions in this deck, which means your quest gets massive value. Just look at this turn for example:
You have a Sludge Slurper and Barista Lynchen in hand. You use your hero power, then play Sludge Slurper, which adds two lackeys to your hand. You play both the lackeys, each triggering twice, and often generating multiple spells, etc. Now you play your Barista Lynchen, which will add 2 Sludge Slurpers to your hand, as well as 4 lackeys, which you can use to generate more tempo, or create more value in the future, depending on which lackeys you got. That's a single 10 mana turn.
Or, as another example, you play Swampqueen Hagatha after using your hero power. This lets you generate two Horrors, which you can play over the next two turns with a hero power each turn, and each of them will play four battlecries instead of the normal two. Assuming you get just a somewhat decent Horror, you will often summon a full board of minions, deal a massive amount of AOE damage to your opponent, etc. And if you get lucky, you can get a horror with something like Rain of Toads + The Storm Bringer, which will summon 6 toads and then evolve your entire board. And *then* to top it all off, Shudderwock repeats the battlecries of both Horrors an additional time and adds yet another Horror to your hand.
That's just two examples, this deck can do many more broken combos. You have like 10 different ways to generate a board full of minions in a single turn, even Control Warrior doesn't have enough AOE to keep removing everything you play. The point I'm trying to make is that your primary win condition in most matchups is the quest itself, rather than the inconsistent Shudderwock OTK.
The reason Faceless Lurker is in the deck is twofold. First, he's fantastic with the quest. 5 mana for a 3/12 taunt minion is amazing, that's the statline of Witchwood Grizzly when that card's played when the enemy has no cards in hand It just stops many agro decks in their tracks. Granted, you have to pay 2 mana to double the battlecry, but considering that you'll always be playing multiple minions when yo use the hero power, it just makes for a really nice defensive play on such turns.
Secondly, it buffs your Shudderwock. All the versions of Shudderwock that see play right now (and aren't agro Murloc Shaman) play Twilight Drake, so your Shudderwock comes into play with a ton of health, rather than as a 16/6 which can be removed with a single fireball for example. Faceless Lurker serves exactly the same purpose, only it's better since taunt makes it more defensive and it's a better topdeck. It potentially makes your Shudderwock a 16/24, (and if you're especially lucky and draw Shudderwock with Far Sight, you can double the battlecry to make it a whopping 16/96.
At the end of the day though, it's obviously not a core part of the deck, so if the metagame is such that you need more AOE, more value or anything like that, you can easily replace it with one of the options I suggest later in the post.
How do u know he will got windfury and not Taunt. Taunt. its random
Has there been any official word on that? I know that's the most likely scenario, but Blizzard isn't always the most consistent when it comes to their card effects, it'd be nice if there's been some confirmation that that's the way it works.
Besides, like I mention later in the post if you read it entirely, if the Windfury isn't guaranteed, it's still a 50% chance, and the deck should be very powerful even without it. And if you really think you need the OTK for the present meta, you can always just run the actual card (Windfury) and play it next turn before attacking to guarantee it.
Listen, its not even 50% chance, u can get double anything + many decks can kill stealth minion, if u could give him reborn, that combo would probably work
No, it's a 50% chance.
Siamat says: "Gain 2 of: A, B, C, D." It doesn't say "Choose Twice". Therefore you are guaranteed to get 2 of the 4 effects. If you need more proof, look at yesterday's final reveal stream with Brian Kibler and Peter Whalen - Kibler plays the card while piloting the Mage deck, and when he plays Siamat, he's offered 4 options for the first choice, and then just 3 once he picks one. Which makes the chance 50%, and more than worth playing.
So you're wrong, u can't get double anything. Which is why I repeat myself, have we had any official confirmation that Shudderwock will pick random effects, rather than gaining the ones you chose originally?
There's also not really many decks that can remove a stealthed 24 HP minion. The only options that guarantee it currently in standard are Twisting Nether (which sees no play because control Warlock is unplayable), Brawl and an Equality / Shrink Ray + Consecration effect, which wouldn't even work if your Shudderwock gained divine shield. We're getting a few new options in this expansion, but when you consider that we have no idea if they'll see any play, it's silly to just discount it ahead of time.
And you're still fixating on the OTK too much. Shudderwock Shaman is a T2 deck in standard even right now, despite being much weaker than my deck will be IMO. This version has vastly superior value generation, as well as more anti-agro tools. Even if the OTK literally never happens and you decide not to include Windfury because you're afraid of Brawl, the deck should still be good. The OTK isn't the whole point of the deck, precisely because your Shudderwock has to actually stick for a turn, which would make relying on it as your sole win condition prety optimistic. It's just... a nice option for specific matchups.