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Anti Everything Shaman (except aggro, kinda)

  • Last updated Aug 24, 2020 (Scholomance Academy)
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Wild

  • 25 Minions
  • 5 Spells
  • Deck Type: Theorycraft
  • Deck Archetype: Shudderwock Shaman
  • Crafting Cost: 9280
  • Dust Needed: Loading Collection
  • Created: 8/24/2020 (Scholomance Academy)
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So basically, only Shaman has the potential to make a deck that can, in theory, negate every single possible deck minus weird things like an OTK with Platebreaker included, and turn limit. 

The idea is to counter every possible angle and always win in the late game. Every card is selected to counter something, so it kinda looks like Highlander, but no room for Zephyr nor Alex. Every card is a must and, although can be swapped here and there (i aint a millionare x_x F2P) it should do just fine. Explaining each card (boring part incoming):

1. Broom allows a potential board of Shudders to trade if needed, and works wonders in mid to early, as a way to give attack to the trash minions you play like healbot, or doppel to take crucial trades.
2. Devolving Missiles help to deal with big buffed things like priest as one hex is too little but having 2 can be too expensive and not that useful when a 2 buffed drop turned into a 1 or 0 drop is just as good as hex, minus 3 mana. And in late, it gets yeeted by Geist, unfortunate but both Geist and Devolving are needed, one can wait to use it before Geist against non-jade/spell mage variants.
3. Beetles work with Undertaker to get infinite armor
4. Sand Elemental works with Mossy Horror later to wipe almost any board. Super high attack like Linecracker wont be deleted this way, but can be dealt with the rushes or Duststorm elemental 1 damage.
5. Murmuring elemental to proc twice shudders and ensure bounce back to hand.
6. sandstorm elemetal to clean board with many shudders but mainly, survive vs aggro
7. Ooze to deal with weapon-based classes or Spheres of Sapience (turtle mage, quest, Rogue, etc). Could be replaced with Sticky Fingers but it's too expensive, not bad addition nonetheless (as to completely counter rogue Kingsbane if it's still a thing or prevents Bulwak reduction, not taken here bc you only really lose to aggro, so even a big attack Kingsbane or bombs shuffling won't do anything on the long-run)
8. Maelstorm portal to survive early game, super-efficient cleaning tool (again, only aggro kills you, gotta survive somehow)
9. Kalimos 1/1 to allow the 1 mana murmuring with 9 of Shudder, also helps with bounces of Grumble
10. Saboteur prevents DK Paladin from insta killing or annoying DK priest things
11. annoyobot helps with fatigue. Could be replaced with Dirty Rat very well, potentially better but that doesn't accelerate fatigue. Pending to evaluate if it's better one over the other.
12. Devourer of secrets helps vs Freeze Mage, Secret Paladin, to prevent shudderwock 11 mana bounces from freezing and dealing with annoying rogue tricks. Could be replaced with the 4/3 that steals secret but as it is sought to only proc 1-2 times, one clean up seems more efficient, plus it can get massive against secret centered decks like Hunter)
13. Hex to deal with big / buffed minions
14. Sandbinder to ensure drawing the 2 elementals. Could be replaced with any non-battlecry draw card as otherwise, you'll mill yourself to death. 
15. Doppelgangster uh its shudderwock shaman, you need these guys to make it bounce and play
16. Loatheb to shut down any spell based combo (basically all combos) 
17. Antique healbot can be paired with Murmuring for big heals and helps the shudder refill hp towards the end. 
18. Platebreaker for mirror matches, linecracker druid or big warrior. Guarantees you will win vs armoured stacking classes
19. Volcano is efficient cleaning tool, can be replaced with any other, but Volcano fits right in after testing.
20. Khartut helps against aggro and works with Undertaker for the sustain later on.
21. Thaurissan is another way to ensure a cheaper shudder if murmuring doesnt get cost reduced or is already played, plus just a very solid card that works wonders when your hand is so stuffed from bouncing copies 
22. Geist deletes spell mages , jade druids, secret paladins, etc. A must-have against infinite decks 
23. Grumble is Jar Jar Binks: the key to all of this.
24. Mossy Horror is for both aggro runs and works towards the late game deleting healthy boards as the 1 dmg from the elemental battlecry could prove inefficient at dealing with big minions from priest or warrior, this ensures destruction alongside sand elemental. Only problem is Rattlegore, although a big chain could end up deleting all if lucky.
25. Undertaker enables infinite gameplay (turn limit). Should be bounced if possible, many procs of the battlecry exponentially accelerates the armor gain but 1 tick is enough 
26. tidal wave helps with big swing turns against aggro or Alextraza turns previous to a burn-down (like with mage, alex then fire fire frost face) . Could be replaced with other board clear or heal, but so far, performs very well if you reach turn 8.
27. Sathrovarr prevents fatigue, guarantees more shudders in deck if hand is stolen , destroyed or unable to get back from fullness, plus helps with doubling on very key targets like another Undertaker, Grumble or Shudder. Very powerful.
28. Shudder duh 

As potential additions, aside from the ones mentioned, I had the Dragonbreath 3/4 elemental vs annoying freezes (they never expect the elemental), Lifedrinker (for OTK), 5/5 bomb shuffling for a win condition, Kobold Sandtrooper for undertakeh damage, Saronite Taskmaster to lock down the board for enemy, Lurker below to replace sand elemental/mossy horror as the repeated 3 damage can be enough and only targets, enemies, Mistcaller for ever-increasing value, devolve instead of missiles so Geist doesnt target it, recurring villain for a board reload if gets cleaned, the 5/3 charger from Grand Tournament as most likely you will Joust your shuffled Shudderwocks from Sathrovarr, could prove useful for lethal or the motorcycle hoggs but their effects are too conditional