I think the change could happen to the interaction with Saronite Chain Gang.
The card text is vague in that it reads "Battlecry:Summon a copy of this minion". The word this is not that specific. What if the interaction was changed so that THIS minion referred to the Saronite Chain Gang, so playing a Shudderwock didn't result in an extra copy of Shudderwock on the board, but just gave you a Saronite Chain Gang.
Shudderwock would still be powerful if cast once in the proper combo, but it would eliminate casting multiple times.
Probably not the only change that's needed, but it would be a good first step.
3. ITS A DECK LIKE EXODIA.. YOU MAKE THE COMBO GOOD YOU WIN BASICALLY
This is my sentiment exactly, if your opponent dies, end game. No need for the lengthy animation, when the player that plays Shudderwock hits "end turn" end the animation
Firstly, I don't really find this deck attractive for me to ever play it, so that's why I even disenchanted Shudderwockafter I opened it in one of the packs. Secondly, I've not had a chance to see it in action myself, because all the 3 times I met this deck I won prior to my opponent actually playing Shudderwock. I defeated it twice with Big Spell Mage and once with Taunt Druid, though with the Druid I was lucky since I managed to burn his Grumble, Worldshaker via Naturalize. Thirdly, I completely agree that the animation must be really annoying 'cause it takes freaking eternity.
deck has a 42% wr in legend to rank 5 (optimized anti aggro version). I get it beats control but it gets destroyed by aggro. It's not broken, except the animation. Unlike raza priest, the win rate goes down as you move up the ranks. It's an anti control meta deck, nothing more, nothing less.
Same argument people said about quest rogue, but quest got nerfed due to people hated losing to it.
If this becomes any more popular it will get nerfed for sure.
I see nothing wrong with it, I can beat that decks ass with Hand of Arugal deck (A deck that loses to the majority of other decks). You need early and mid game cards that can threaten and keep board control while still hitting face. I don't see the deck as threating, I find it weak. Also in late game if you have Jaina or board control you will still win because the shudderwock doesn't have taunt so your Lethal is still threatening and they can't play shudderwock because you will beat them if they do.
The combo itself is completely fine. It is no more powerful than any other OTK / TTK deck that exists. What is broken is the animation issue.
Every other combo deck in history was "play 5+ cards from hand in one turn," which meant for most of the game, you had cards in hand you either didn't want to play or didn't want to have drawn. This combo is "play the game normally with cards you'd play anyways, then play a single self contained OTK card."
Big difference.
I do see what you are saying, but ...
Other combo decks also had a "guaranteed" win condition. If you had it, you had it ... game over. The Shudderwok combo is the only one I can think of that has the random element to it.
To be honest, I think before long we will see a list that makes better use of Shudderwok than the OTK. I think their is potential there ... but my deckbuilding skills aren't the greatest, and I haven't had a lot of time to even think about it. I know my experience with the OTK deck has been less than stellar. It gets wrecked by aggro, and really anything if you have a bad draw.
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The combo itself is completely fine. It is no more powerful than any other OTK / TTK deck that exists. What is broken is the animation issue.
Every other combo deck in history was "play 5+ cards from hand in one turn," which meant for most of the game, you had cards in hand you either didn't want to play or didn't want to have drawn. This combo is "play the game normally with cards you'd play anyways, then play a single self contained OTK card."
Big difference.
I do see what you are saying, but ...
Other combo decks also had a "guaranteed" win condition. If you had it, you had it ... game over. The Shudderwok combo is the only one I can think of that has the random element to it.
To be honest, I think before long we will see a list that makes better use of Shudderwok than the OTK. I think their is potential there ... but my deckbuilding skills aren't the greatest, and I haven't had a lot of time to even think about it. I know my experience with the OTK deck has been less than stellar. It gets wrecked by aggro, and really anything if you have a bad draw.
You are missing my point. The cards that build the Shudderwock Battlecry pool are cards you'd play in a non Shudderwock deck anyways. The deck doesn't ask you to play bad cards in order to get a broken effect...it asks you to play really good and competitive cards....to get a broken effect. And unlike a regular OTK combo deck, it doesn't ask you to keep them in your hand until you draw the combo...it asks you to play them normally like you'd want to in a non Shudderwock deck.
I can't really explain more clearly how that's not a good thing to have in Hearthstone. What other combo/OTK deck in history was contained in a single card? For instance let's say the Mage Quest was "play 6 spells, draw 15 cards," and the reward was a 9 mana spell that dealt 50 damage to whatever you wanted. Do you want to argue that the "combo" is totally fine since it loses to aggro and OTK decks are okay in Hearthstone?
The deck is fine, it is weak to spiteful decks and even or odd paladins. All of these archetypes get played anyways so the meta wont even have to adapt to counter it. A bit intrested to see if the hemet version of shuddwock gets fleshed out better and can compete but not really expecting it to overtake the normal version which at least targets warlock or warrior consistently. I think having otk decks is actually healthy for the meta as it makes a variety of decks exist.
The combo is slow, I mean, aggro is going to keep it in check and until that can't happen I think the one viable fix is just to shorten de animation, something like the new Rogue Legendary that just plays the cards instead of playing one by one.
I've played against varients of Shudderwock decks using my "hand druid" deck. Always won because I tend to beat them before they can pull off their combo. Even though I've never lost to a Shudderwock deck, I can tell it's a pretty annoying problem, mostly with the animations. A few things I could suggest to fix Shudderwock is:
1. Speed up animations (of course)
2. Change the battlecry to: Discover TWO battlecries you've played this game (cast them on random targets)
This may be hitting him with the nerf hammer too hard but with murmuring elemental, you can still potentially do: copy this minion, life drinker, grumble, and whatever fourth battlecry you decide to have. But it will slow down how many shudderwocks one can have in hand and cut down the amount of animation by a lot.
Aaaand you get murmuring elemental back so you can keep doing those 4 discoveries lol. This is more of an animation nerf (and testing of how fast you can choose the right battlecries)
Most of the other suggestions people made here are pretty valid. However, remember: Shudderwock's battlecry does work like Yogg. If he gets transformed before the end of his battlecry, it ends there. This can be seen in Amaz's video "Streamer Wars VS Dog! Witchwood Edition".
I've played against varients of Shudderwock decks using my "hand druid" deck. Always won because I tend to beat them before they can pull off their combo. Even though I've never lost to a Shudderwock deck, I can tell it's a pretty annoying problem, mostly with the animations. A few things I could suggest to fix Shudderwock is:
1. Speed up animations (of course)
2. Change the battlecry to: Discover TWO battlecries you've played this game (cast them on random targets)
This may be hitting him with the nerf hammer too hard but with murmuring elemental, you can still potentially do: copy this minion, life drinker, grumble, and whatever fourth battlecry you decide to have. But it will slow down how many shudderwocks one can have in hand and cut down the amount of animation by a lot.
Aaaand you get murmuring elemental back so you can keep doing those 4 discoveries lol. This is more of an animation nerf (and testing of how fast you can choose the right battlecries)
Most of the other suggestions people made here are pretty valid. However, remember: Shudderwock's battlecry does work like Yogg. If he gets transformed before the end of his battlecry, it ends there. This can be seen in Amaz's video "Streamer Wars VS Dog! Witchwood Edition".
For those who keep parroting about the difficulty of piloting this deck, can you elaborate?
They run 4 board clears, 2 doomsayers, 30hp healing 4-6 taunts, and tons of draw. It's basically play draw cards until board is oppressive, clear it, repeat until turn 10 or so. What is the nuance I am missing?
It's not a "Toast's deck" just because he plays it. I theoricrafted it the same day Shudderwock was leaked spending several hours polishing the deck and removing all inconsistensies and weak spots from it. Though I didn't know at that time about Lifedrinker and Sandbinder and tweaked the deck after the final card dump. Right now I have a unique list with a couple of ideas which nobody else uses and nevertheless I don't shout at every corner that this deck is "mine", so please, don't call a deck "someone's deck" if he or she cleary did not invent it.
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I think the change could happen to the interaction with Saronite Chain Gang.
The card text is vague in that it reads "Battlecry:Summon a copy of this minion". The word this is not that specific. What if the interaction was changed so that THIS minion referred to the Saronite Chain Gang, so playing a Shudderwock didn't result in an extra copy of Shudderwock on the board, but just gave you a Saronite Chain Gang.
Shudderwock would still be powerful if cast once in the proper combo, but it would eliminate casting multiple times.
Probably not the only change that's needed, but it would be a good first step.
Firstly, I don't really find this deck attractive for me to ever play it, so that's why I even disenchanted Shudderwock after I opened it in one of the packs. Secondly, I've not had a chance to see it in action myself, because all the 3 times I met this deck I won prior to my opponent actually playing Shudderwock. I defeated it twice with Big Spell Mage and once with Taunt Druid, though with the Druid I was lucky since I managed to burn his Grumble, Worldshaker via Naturalize. Thirdly, I completely agree that the animation must be really annoying 'cause it takes freaking eternity.
I see nothing wrong with it, I can beat that decks ass with Hand of Arugal deck (A deck that loses to the majority of other decks). You need early and mid game cards that can threaten and keep board control while still hitting face. I don't see the deck as threating, I find it weak. Also in late game if you have Jaina or board control you will still win because the shudderwock doesn't have taunt so your Lethal is still threatening and they can't play shudderwock because you will beat them if they do.
Other combo decks also had a "guaranteed" win condition. If you had it, you had it ... game over. The Shudderwok combo is the only one I can think of that has the random element to it.
To be honest, I think before long we will see a list that makes better use of Shudderwok than the OTK. I think their is potential there ... but my deckbuilding skills aren't the greatest, and I haven't had a lot of time to even think about it. I know my experience with the OTK deck has been less than stellar. It gets wrecked by aggro, and really anything if you have a bad draw.
I wanna glide down, over Mulholland
I wanna write her, name in the sky
I wanna free fall, out into nothin'
Gonna leave this, world for awhile
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The deck is fine, it is weak to spiteful decks and even or odd paladins. All of these archetypes get played anyways so the meta wont even have to adapt to counter it. A bit intrested to see if the hemet version of shuddwock gets fleshed out better and can compete but not really expecting it to overtake the normal version which at least targets warlock or warrior consistently. I think having otk decks is actually healthy for the meta as it makes a variety of decks exist.
Shudderwock, destroyer of worlds
The combo is slow, I mean, aggro is going to keep it in check and until that can't happen I think the one viable fix is just to shorten de animation, something like the new Rogue Legendary that just plays the cards instead of playing one by one.
make life drinker a deathrattle and the problem is solved. that's it. no need to nerf shudderwock since it is a super fun card to play.
but yes toast stream yday he was taking 10 min turns witch how does that make it fun to play.
Most people on this thread have spent more time complaining about Shudderwock than playing against it.
I've played against varients of Shudderwock decks using my "hand druid" deck. Always won because I tend to beat them before they can pull off their combo. Even though I've never lost to a Shudderwock deck, I can tell it's a pretty annoying problem, mostly with the animations. A few things I could suggest to fix Shudderwock is:
1. Speed up animations (of course)
2. Change the battlecry to: Discover TWO battlecries you've played this game (cast them on random targets)
Most of the other suggestions people made here are pretty valid. However, remember: Shudderwock's battlecry does work like Yogg. If he gets transformed before the end of his battlecry, it ends there. This can be seen in Amaz's video "Streamer Wars VS Dog! Witchwood Edition".
The only change that needs to happen is some way to 'skip' the animations, and just not trigger the ones that no longer do anything.
This is a very hard combo to pull of, almost like exodia mage. The only problem is the animations.
For those who keep parroting about the difficulty of piloting this deck, can you elaborate?
They run 4 board clears, 2 doomsayers, 30hp healing 4-6 taunts, and tons of draw. It's basically play draw cards until board is oppressive, clear it, repeat until turn 10 or so. What is the nuance I am missing?
OTK that you can do nothing about. Didn't Blizzard say they were going to stop making these?
Say "Wow" for RNG!
Change the Chain gang battlecry, make it summon another chaingang. Problem fixed
It's not a "Toast's deck" just because he plays it. I theoricrafted it the same day Shudderwock was leaked spending several hours polishing the deck and removing all inconsistensies and weak spots from it. Though I didn't know at that time about Lifedrinker and Sandbinder and tweaked the deck after the final card dump. Right now I have a unique list with a couple of ideas which nobody else uses and nevertheless I don't shout at every corner that this deck is "mine", so please, don't call a deck "someone's deck" if he or she cleary did not invent it.
"The Naaru have not forgotten us!"