+1
Favorite this Deck

Hogleader Shudderwock OTK

  • Last updated May 26, 2021 (Forged in the Barrens)
  • Edit
  • |

Wild

  • 18 Minions
  • 11 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Shudderwock Shaman
  • Crafting Cost: 13040
  • Dust Needed: Loading Collection
  • Created: 5/26/2021 (Forged in the Barrens)
View in Deck Builder
  • Battle Tag:

    psych1c#1437

  • Region:

    US

  • Total Deck Rating

    244

View 146 other Decks by psych1c
BBCode:
Export to

 

I am fully aware that somewhat recently Firebat and MarkMckz made a combo that used the Hogchopper (4 mana 4/4 if your opponent's hand is empty gain charge), but this combo is slightly different in that I'm running it in a highlander shell and it uses the Hogleader (6 mana 6/6 if your opponent's hand has 6 or more cards in it, gain charge). I think that this is a little more interesting in my opinion because it seems harder to forcibly empty your opponent's entire hand as opposed to just filling it with junk. Maybe not necessarily a good comparison of difficulty, but as was shown in the MarkMckz video, eventually their opponent was so low on cards that it wasn't really necessary for the Shudderwock to actually do it's thang to get charge. In this version, no matter what, Shudderwock will shove a ton of junk into their hand to ensure the Charge gain. Essentially, you just play the general infinite Shudderwock combo, being Saronite Chain Gang + Grumble + Shudderwock, and then you add in Omega Defender (to buff the Shudderwock's attack), various hand filling effects (that only target your opponent) such as King Mukla, K'thir Ritualist, and Booty Bay Bookie, and then Leatherclad Hogleader to give the Shudderwock charge after you've sufficiently filled their hand.

In order to mathematically guarantee that you get the charge in the worst case scenario, you have to play the shudderwock with DOUBLED battlecry while your opponent has AT LEAST 2 cards in hand prior. So, you have to play the Tour Guide on the turn prior to a 10 mana turn, and then hero power -> shudderwock -> shudderwock.

This is because in the WORST CASE scenario, your battlecries will be ordered like this:

Leatherclad Hogleader (while your opponent is under 6 cards)

Any combination of the 3 hand filling cards (which will always add 4 cards total to your opponent's hand on the first cycle)

then your shudderwock goes again

and if Leatherclad Hogleader goes FIRST AGAIN, then you've hypothetically ONLY added 4 cards to their hand, which means you've whiffed on BOTH chances to give the Wock charge.

and then subsequently you will add the other 4 cards

This is very mathematically unlikely to happen, but if you just make sure your opponent has at least 2 cards in hand before you do this, which is pretty common in any matchup where you actually make it to the combo, then doubling the battlecry will essentially guarantee that your wock has charge and 26 attack. Then, if any of the copies stuck instead of going to hand, you'll have 26*x attack worth of damage, where x is the number of wocks that stuck, and as long as you performed the set-up correctly, you'll be able to play 1 more 1 mana shudderwock with the doubled battlecry to guarantee at MINIMUM 26*2 damage in one turn. 

The rest of the list is just regular old reno shudderwock shaman surviveability/draw. Devolving Missiles, Devolve, Toxfin+Firemancer Flurgle+Ice Fishing, Lightning Storm, Tidal Surge, Hagatha's Scheme, Volcano, and Earthquake make up the defensive package. I think that Tidal Surge is probably the most flex include there, or you could dump the entire "big spell" package (as in the draw package I also run a Storm Chaser). Oh and also I guess armor vendor is defensive, but it's a minion.

The draw package is Ancestral Knowledge, Far Sight, Mana Tide, Cagematch Custodian + Whack-A-Gnoll Hammer, Storm Chaser, and Sandbinder.