I came back to this game a couple days ago and got a Shudderwock in one of my free packs so I decided to craft the rest of the deck and I must say that I am getting absolutely stomped almost every single game.
I would consider myself a pretty decent player, I've hit rank 1 more than once but have never grinded all the way to legend. I don't concede until I know for sure that I am beat (obviously), but it feels like any time I see a hunter, druid, rogue or paladin (which is at least 90% of my games) I might as well just auto concede because I have absolutely no chance.
To make it even more frustrating, these are people that don't know how to play the game a lot of the time. For example, buffing the board before playing new minions, playing savage roar after attacking, trading with my minions even when I'm obviously trying to kill them off on purpose? I can't catch a break, though. The only class I can consistently beat is Shaman (if they are playing the same deck) because I am usually a lot more efficient than they are.
So I was just wondering if this is normal and other people are experiencing this on ladder. Is this deck even still legend viable? I'm having a hard time even staying in rank 18 and it's just a little depressing. I was really looking forward to playing this deck and now I feel like I wasted a bunch of dust and my time.
Shudderwock Shaman is basically quest rogue, loses to aggro decks but beats control decks so below rank 10 where its almost all aggro you won't have a good winrate, tech in some anti-aggro cards like wild pyromancer and ancestral healing.
Shudderwock isn't a terrible card, but the deck built around it isn't the most consistent and, as other people mentioned, has difficulty against faster-paced decks.
Well, I'm laddering with even shaman, and I find it a tough deck to play against. The stall and ability to knock out the board, coupled with the life gain and card draw, it's more effective than it should be. Even shammy is more of a mid-range deck with no card draw, and it takes some time to get going. Maybe more direct aggro with the ability to replenish the hand is too much for shudderwock to handle. Anyway, as with all exodia decks, it totally sucks to play against,and players are gonna do their best to kill you, as no-one wants to lose to it.
Sudderwock decks are to inconsistent. I think the main reason is was seen as a good card is that the power level of Witchwood was so low, so anything close to powerful was considered good.
Shudderwock is very good for the game. It encourages players to try new strategies instead of going for only one type.
What are you talking about? It's a combo deck, that is all. There have always been combo decks, which, incidentally, are usually among the most hated decks....Freeze Mage, Razakus Priest, FON/SR Druid, Quest Rogue, etc.
It seems that I had an extreme case of bad luck when I posted this, as well as the fact that I wasn't very experienced with the deck yet. I still lose a lot of match ups, but the deck is much stronger than I gave it credit for. I've been winning at least 70% of my games but I'm still only rank 15 currently as I haven't been playing too much and the matches are quite long.
Here are some things I've learned that have helped me win a lot more often:
Don't worry about Grumble, Worldshaker value. You can get a huge amount of value from this card if played at the right time, however you have to weigh the amount of potential value against its intrinsic value. Its body alone gives the opponent a large threat to deal with, especially if they don't have many minions out. While playing as many Saronite Chain Gang as possible is essential, the swing in tempo by slamming a 7/7 on the board (or 8/8 if buffed by Prince Keleseth) after a Volcano can help you stay alive a few more turns and that's exactly what you need for your win condition. Also, don't be afraid to send back Glacial Shard or Lifedrinker for survivability, or even something like Mind Control Tech if your opponent has a lot of threats out.
Similarly, you will sometimes have to play Shudderwock early. I've won many games without getting my combo off simply by playing it at the right time. It's something you should avoid at all costs but if you try and be too greedy it will sometimes cost you a game that you might have won. The risk is rarely worth it but if you're keeping track of all the battlecries you're playing (which you really should), sometimes knowing exactly what it will trigger can save you or even set up lethal in certain cases.
There are a lot more things to keep in mind as well. For example, sometimes the only way to win is by letting your opponent develop their board and saving a Volcano and Acolyte of Pain until turn 8. If you're lucky, you might have a buffed Acolyte of Pain for an extra card draw, or a reduced cost on one of the cards from Far Sight which lets you get the combo out much earlier or play an extra card such as Mana Tide Totem after clearing the board. You'll sometimes have to take a lot of damage to pull this off, but if you're not careful with playing Acolyte of Pain it can be easily removed and cost you the game.
Hagatha the Witch is also a huge life-saver and can sometimes give you direct answers just by playing mediocre minions such as Mind Control Tech without their effects. This late in the game you have to really prioritize staying alive over getting value out of your minions, especially if you had to play Hagatha the Witch in the first place. Save the board clear for when your opponent is not expecting it, but make sure you keep in mind exactly how easy it is for your opponent to burst you down from cards in their hand. Just a single point of damage can make the difference between life and death.
Edit: I just managed to beat a face hunter with a deadly board by using Shudderwock early. My only choices were double Far Sight hoping one of the next two cards is a Volcano, or breaking my combo and putting Shudderwock down. I managed to freeze his biggest threats which meant he couldn't kill off all the Shudderwock, so then I used Zola the Gorgon on it next turn and Far Sight into Healing Rain. After the second Shudderwock he was really low on HP, so I managed to just finish him off with minions. It can be a really risky play sometimes, but it really pays off when it works.
i have the most succes laddering with shudder and i have all the decks. if the meta is controlish you gonna have 100 wr. if its more aggro play pyro. EZ
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I came back to this game a couple days ago and got a Shudderwock in one of my free packs so I decided to craft the rest of the deck and I must say that I am getting absolutely stomped almost every single game.
I would consider myself a pretty decent player, I've hit rank 1 more than once but have never grinded all the way to legend. I don't concede until I know for sure that I am beat (obviously), but it feels like any time I see a hunter, druid, rogue or paladin (which is at least 90% of my games) I might as well just auto concede because I have absolutely no chance.
To make it even more frustrating, these are people that don't know how to play the game a lot of the time. For example, buffing the board before playing new minions, playing savage roar after attacking, trading with my minions even when I'm obviously trying to kill them off on purpose? I can't catch a break, though. The only class I can consistently beat is Shaman (if they are playing the same deck) because I am usually a lot more efficient than they are.
So I was just wondering if this is normal and other people are experiencing this on ladder. Is this deck even still legend viable? I'm having a hard time even staying in rank 18 and it's just a little depressing. I was really looking forward to playing this deck and now I feel like I wasted a bunch of dust and my time.
Yes it's bad on ladder and people overatted too much ...
I craft it from the sketch to enjoy it but it only works against Control decks .
sorry for your Dust .
Shudderwock Shaman is basically quest rogue, loses to aggro decks but beats control decks so below rank 10 where its almost all aggro you won't have a good winrate, tech in some anti-aggro cards like wild pyromancer and ancestral healing.
Shudderwock isn't a terrible card, but the deck built around it isn't the most consistent and, as other people mentioned, has difficulty against faster-paced decks.
i don't how it is good in standard but in wild i can easily hit rank5 with combo or jade shudderwock
Shuddercock is cancer and should just disappear from hearthstone
Top deck is cheat
Shudderwock is very good for the game. It encourages players to try new strategies instead of going for only one type.
Well, I'm laddering with even shaman, and I find it a tough deck to play against. The stall and ability to knock out the board, coupled with the life gain and card draw, it's more effective than it should be. Even shammy is more of a mid-range deck with no card draw, and it takes some time to get going. Maybe more direct aggro with the ability to replenish the hand is too much for shudderwock to handle. Anyway, as with all exodia decks, it totally sucks to play against,and players are gonna do their best to kill you, as no-one wants to lose to it.
Last month it was a lot of control decks on the ladder and I leveled easily with Shudderwock. This month my meta is EXACTLY like you said.
Tough time to be a Shuddy.
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Yeah the meta has shifted to be more aggressive again instead of control oriented. This deck feasts on control decks and is famine with aggro.
I was wondering the same thing. Glad you brought it up.
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Sudderwock decks are to inconsistent. I think the main reason is was seen as a good card is that the power level of Witchwood was so low, so anything close to powerful was considered good.
If you are in your first year of playing please read this post.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
What are you talking about? It's a combo deck, that is all. There have always been combo decks, which, incidentally, are usually among the most hated decks....Freeze Mage, Razakus Priest, FON/SR Druid, Quest Rogue, etc.
Thanks for the input guys.
It seems that I had an extreme case of bad luck when I posted this, as well as the fact that I wasn't very experienced with the deck yet. I still lose a lot of match ups, but the deck is much stronger than I gave it credit for. I've been winning at least 70% of my games but I'm still only rank 15 currently as I haven't been playing too much and the matches are quite long.
Here are some things I've learned that have helped me win a lot more often:
Don't worry about Grumble, Worldshaker value. You can get a huge amount of value from this card if played at the right time, however you have to weigh the amount of potential value against its intrinsic value. Its body alone gives the opponent a large threat to deal with, especially if they don't have many minions out. While playing as many Saronite Chain Gang as possible is essential, the swing in tempo by slamming a 7/7 on the board (or 8/8 if buffed by Prince Keleseth) after a Volcano can help you stay alive a few more turns and that's exactly what you need for your win condition. Also, don't be afraid to send back Glacial Shard or Lifedrinker for survivability, or even something like Mind Control Tech if your opponent has a lot of threats out.
Similarly, you will sometimes have to play Shudderwock early. I've won many games without getting my combo off simply by playing it at the right time. It's something you should avoid at all costs but if you try and be too greedy it will sometimes cost you a game that you might have won. The risk is rarely worth it but if you're keeping track of all the battlecries you're playing (which you really should), sometimes knowing exactly what it will trigger can save you or even set up lethal in certain cases.
There are a lot more things to keep in mind as well. For example, sometimes the only way to win is by letting your opponent develop their board and saving a Volcano and Acolyte of Pain until turn 8. If you're lucky, you might have a buffed Acolyte of Pain for an extra card draw, or a reduced cost on one of the cards from Far Sight which lets you get the combo out much earlier or play an extra card such as Mana Tide Totem after clearing the board. You'll sometimes have to take a lot of damage to pull this off, but if you're not careful with playing Acolyte of Pain it can be easily removed and cost you the game.
Hagatha the Witch is also a huge life-saver and can sometimes give you direct answers just by playing mediocre minions such as Mind Control Tech without their effects. This late in the game you have to really prioritize staying alive over getting value out of your minions, especially if you had to play Hagatha the Witch in the first place. Save the board clear for when your opponent is not expecting it, but make sure you keep in mind exactly how easy it is for your opponent to burst you down from cards in their hand. Just a single point of damage can make the difference between life and death.
Edit: I just managed to beat a face hunter with a deadly board by using Shudderwock early. My only choices were double Far Sight hoping one of the next two cards is a Volcano, or breaking my combo and putting Shudderwock down. I managed to freeze his biggest threats which meant he couldn't kill off all the Shudderwock, so then I used Zola the Gorgon on it next turn and Far Sight into Healing Rain. After the second Shudderwock he was really low on HP, so I managed to just finish him off with minions. It can be a really risky play sometimes, but it really pays off when it works.
i have the most succes laddering with shudder and i have all the decks. if the meta is controlish you gonna have 100 wr. if its more aggro play pyro. EZ