It seems they're giving a lot of control decks combo finishers, big mage included. This will push Shudderwock's win% down if one or two more control decks can throw in OTKs.
After Witchwood, I was strongly hoping they would realize how bad the card (Shudderwock) is for the game. I was hoping they'd change it and make it into something a lot more balanced.
And I'm going to say this once:
What's everyone's problem regarding Shudderwock shaman? In comparison to Quest Mage, pre-nerfed Raza Priest and QR this is 10 times more interactive and fair to face. Before the rotation Mage had a fine arsenal of stalling tools (Ice Block, Frost Nova + Doomsayer, Blizzard) and card draws (Coldlight Oracle, Arcane Intellect, Acolyte of Pain). Pre-nerfed Raza Priest had fantastic removals (+ the ultimate Psychic Scream) and Quest Rogue could complete the quest on turn 4 and kill you either on 5 or 6 with bunch of cheap charge minions.
Those decks required the opponent to play aggressive or to suffer a salty defeat. Shudderwock shaman is slower than them. Lightning Storm is a super weak AoE in comparison to the options in other classes (Defile, Dragon's Fury, Duskbreaker etc etc), that also overloads. Not to mention, that shaman always lacked good drawing cards except in wild (Mana Tide Totem is a 3 mana at end of your turn cycle; the 4 mana tutors are ok). The healing options are strong - I won't disagree it, but the combo is not always guaranteed. The grumble battlecry can trigger before the other ones and you are screwed.
So I really don't understand people's complains? In the past we had to fight more problematic combo decks. Is it the animation time? - just concede and voila you spared yourself a lot of time. Druid has a lot more tools to work with - spreading plague, armour gain, ramp, drawing and what not. And some complain about a combo deck, which runs Prince Keleseth and as taunt minions Saronite Chain Gang and Tar Creeper in some lists?
this is pure fact. As much as I hate Shudderwock Shaman, the deck is fair to play against unlike decks like this in the past. That's the main point here and I feel like tons of people are forgetting it.
We'd have to agree on terms as to what constitutes a "combo" deck, but I disagree completely. For one thing, if you play two saronites, one grumble, and one zola, you have a 1/9 chance to fail the combo outright (that's 1/3 for grumble to hit first times 1/3 for zola to hit first). That's a sizable chance given that everything has gone right and you've survived to at least turn 10. I realize that you can still conceivably win after a blown combo, but I'd be willing to bet the win rate after failing the combo doesn't rise above 10% and if we can assume that is true, then you have approximately a 10% chance to auto lose when everything has gone fine. And yes, I also realize you can play with the numbers to get more than two saronites and skew the numbers more favorably, but especially if you're fighting aggro, it's fairly rare you've got the time to do that.
I could make an argument that there have been several more powerful combo decks, but that's not really the issue here. The issue is, have we arrived at an imbalance level somewhere around the jade druid situation. I think all hard data on the subject would suggest otherwise.
I don't dismiss your point out of hand. Better players can definitely squeeze the deck into a much better situation than the overall win rate. I stand by my original point, however, that the meta would be far worse if Shudderwock was removed from consideration by a hard counter.
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The way i see it Shudderwock is effectively the next pre-KotFT Jade Druid.
IE a deck that causes a whole lot of salt and frustration for control deck players because it mercilessly crushes slower strategies but it's fairly mediocre against aggro and tempo that beat it before it can do it's thing.
It doesn't feel nice to run into a deck you have about a 5% at best chance of defeating but if you're only running into it 10-15% of the time it's not a huge deal.
Shudderwock shaman is the best combo deck the game has ever seen because of the lack of counters at the moment. Past decks had counters like iceblock then reno, dirty rat etc.
First off, I don't concider Reno being a counter to OTK decks. Against former standard freeze mage I did, but not against strategies, which can inflict tons of damage in a single turn. I played various control decks back in the days. I also ran 1-2 copies of Dirty Rat there. Maybe I'm a bad player, but I rarely managed to counter the exodia mages and disrupt their combo. Most of the time I pulled useless minions (acolyte, loot hoarder), because my opponents purposely held onto some of them. Countering Raza Priest with the rats was just impossible - I don't remember ever removing an important piece. This is because in the 2-card machine gun combo there was only one important minion to target and the priest always played it as soon as they had the mana. Velen was not always needed, in order for the priest to ping us down. QR was countered by dirty rat hard in the first few days, but once they included more minions into their decks, pulling out that important combo piece turned out to be difficult.
Those were the decks I considered to be annoying and problematic. Those shifted the meta entirely. Control didn't have good ways to counter them and was forced to play aggressive decks.
It's true, that Shudderwock punishes slow plays, but even control decks with proactive strategies have a chance to deal with it (big Druid).
Regarding Lightning Storm - Yes, I am mad enough to call this AoE weak. It's maybe cheap, but its outcome is really unreliable and it overloads the player with 2 mana crystals, which hinders their next plays a lot. If you think that this is strong, then dunno what to say. Volcanic Potion and Demonwrath are just broken then. Defile is better, because it's 1 mana cheaper, it doesn't overload the player and it clears all kinds of boards (especially against aggro) regardless if those minions have Divine Shield or a Deathrattle effect. Duskbreaker doesn't really hinder the deck build - well, it does now, because priest doesn't have Netherspite Historian or a good dragon package, but this was the best cheap removal priests had before the rotation. And LS can't compete with them - they don't overload you and instead they make your next turns smooth. Tempo decks also don't mind a 2-damage AoE, because many of them run sticky minions.
It also runs zola so both zola and grumble need to fail. It does happen but it's not always a game loss if it does and it usually doesn't happen. Against aggro you don't even need the combo. Shudderwock with a handful of BC's is usually enough to win.
Yes, it's true that Zola is also played and it's unusual for 2 cards to whiff at the same time. There were cases, when my opponents went for the Shudder play w/o waiting to play Zola and got terribly punished. My point was, that the combo can fail, even if you played all of the combo pieces - something, which could never happen with the past combo decks. As for Shudderwock itself against aggro - well, the shaman player prolonged the game. It's not a surprise, if a control deck wins against aggro in the late game. This is where the big toys come into play. We warlocks have Bloodreaver Gul'dan/ Twisting Nether, priest has Psychic Scream/ Shadowreaper Anduin, big spell mage has ...., shaman has Hagatha.
"Shudderwock with a handful of BC's is usually enough to win." And sorry, but how is it possible for a shaman player to play Shudderwock replaying the most important battlecries against aggro. This sounds as if the shaman player had the nuts draw to survive that long.
Smart people concede the second they see shudderwock go back into the hand for 1 mana. There is no way of winning the game at that point unless you can otk them.
This sounds like Freeze Mage with Emperor Thaurissan before the fatal turn. It's not something new. I also concede, because I know the game has ended, I accept it and I queue into the next game. But you can't deny that you can try to kill them, if you have the needed tools. You don't have to OTK the opponent necessarily, because they can't heal to full with 1-2 shudderwocks and mosquito bites. ____________________________________________________________________________________________________________________
Ok, you can try to argue with me all you want, but nothing can change my PoV about Shuddershaman. I played against many annoying decks and I know what I'm talking about. It's true, that there aren't any real tech cards for it (except for us warlocks), but this doesn't mean it's problematic, because it has a slow strategy, it has mediocre board clears and mediocre draw tools. The combo is not even an OTK - since you have to make your Shudder cost 1, before you can kill your opponent. Since all of this happens very late in the game and since it gives the opponent plenty of time to develop a board, I don't see the problem with this.
I don't think Shudderwock specifically needs a counter. However, all of the OTKs that are going to be enabled this expansion, particularly in Druid, are going to have virtually no counters either, and they're going to be a lot more than meme or semi-meme decks like Shudderwock is right now. Not only are we going to need combo minion disablers, but combo spell disablers as well.
I assume that plenty of folks have already mentioned this, but I haven't scrolled through five pages of posts -
Shudderwock is a combo deck. It's one of the slowest which have ever been close to viable on ladder, requiring that the pilot draw most of their deck, which isn't easy for Shaman. It isn't an OTK combo either - it usually takes one turn to set up, and another to "go off", but it isn't guaranteed. Since all the battlecries are random, the combo fizzles if the bounce effect triggers before Shudderwock can copy itself on board.
Nevertheless, because it's a combo deck, it has a pretty good match-up against decks which allow it to "go off" - namely, control. And that's pretty much it - in every card game, combo decks dominate the decks which allow them to consistently pull off their combo. If you think that the slowest, most inconsistent, 2TK combo deck that has ever been viable is somehow ruining the game - it isn't. What you've discovered is that you don't like combo decks. It's perfectly fine not to like them - I don't either. But it isn't exactly helpful suggesting that every Tier 3 combo deck which comes along is shitting up the game.
FWIW - as of this morning, the deck was posting the 21st best win-rate in Standard, according to HSReplays. The best combo deck in Standard is Malygos Druid - its numbers were 15th best.
I'd be more concerned if there are no new decks to worry about. Shudderwock is simply something annoying to face with your control deck that pretty much beats most everything else. You could argue that Shudderwock serves a purpose, without it some decks would have free reign.
The overload is irrelevant? If an aggro player overcommits to the board and its control opponent uses a board clear, then of course the aggro player is going to have a bad time. But this is the aggro player's fault for playing too much stuff into the board clear. A good player would spare some minions in their hand, then after the wipe they can come back into the board and will have an advantage, because the shaman player will have fewer mana crystals and won't answer their plays next turn.
You talked about zoo - I don't know if you meant the heal deck, but normally zoolock always runs sticky minions. A board clear like LS can't deal with a durable board on its own. Either you have to get lucky to get a spell damage totem from you HP, which by itself is RNG dependent and again not reliable, or to use another LS, which will overload you even harder next turn, or Volcano. But in the cases, where LS can't deal with a sticky board and you prefer to hold onto it and play Volcano instead, then you are giving your opponent free face damage.
It's kinda unnecessary to talk about the board state, because it's different in the different MUs, but I just wanted to point out the flaw in this control strategy.
You can always freeze something or get a taunt totem to stall out for taunts or volcano or the second LS.
Depends on how good your starting hand is and how good your draws are. Also RNG HP.
Those other combo decks usually had max damage as well with the exception of exodia mage. Control warrior was a solid hard counter. As were other mages with iceblock and reno. Shudderwock is infinite damage/healing combined with many other strong effects and it's tools for reaching a finish state are better than freeze mages with less counters.
And what does it matter if those decks had a max damage capacity and the current Shudderwock has "infinite" one. Only control warrior could armour up and protect itself from that burst, the other classes only had max 30 health points and if a combo deck could inflict that amount in a single turn, then I'm still dead. It doesn't matter if I'm at 0 or -40 health.
I personally don't like mentioning class specific counters, which other classes don't have. But if a mage wanted to kill another one in the mirror, some of them ran Kezan Mystic and Eater of Secrets (few expansions later) in order to deal with Ice Block.
Shudderwock is NOT a problematic "infinite damage/healing combined", because it requires a lot combo pieces, before it can take off. Lifedrinker - the card responsible for the damage/healing - is actually a super bad play against aggro. It only heals the player for 3, but it makes it quite vulnerable to attacks since it doesn't have taunt and has a fairly weak body on top of it. Against aggro it just delays the opponent slightly. If you get to the moment, where the shaman player starts to heal itself with Shudderwock, then you weren't aggressive enough or the shaman had the nuts draws. Shudderwock doesn't enter the board on turn 9 and ends the game on the spot. This moment comes way way later, until you assemble the most important pieces. And if you can't pressure them as an aggro deck until this point, then sorry, but imho the problem is not within the Shudderwock shaman deck.
Freeze Mage was less interactive, because it had many good freeze abilities, which slowed down the opponent's minions. And if you couldn't unfreeze at least one of them, then the mage player got free turns. And let's not forget dealing with Ice Block, which undeniably had its counters, but if you didn't find them on time, the mage player could have burst you down from a safe position. Not to mention, that a control deck couldn't produce enough damage against them, before they could play the secret tech.
Volcano is amazing yes. It's the best 5 or less board clear in the game. Remove 1-2 big minions or remove lot's of small ones. Divine shields? Not a problem. It's flexibility deals with almost all situations.
Good - yes. Flexible - yes. Amazing - not quite. And definitely not the best 5 mana board clear - that would be either Brawl or Dragon's Fury. The shaman spell is a fair card.
Control shaman would be a great deck if shudderwock combo wasn't simply better than it because it's op.
Or really? Did control shaman see any play before the rotation? It didn't have shudderwock as a win-condition, nor Hagatha as a value generator, but besides that there were other tools in their disposal - Maelstrom Portal, Devolve, Jinyu Waterspeaker against aggro. As a matter of fact it did see some play after Raza Priest was nerfed, but I don't remember this deck being a top tier one. It revolved around the jade mechanic and it ran the DK, Rummaging Kobold and Murmuring Elemental for more value. And despite the fairly good package - it was still bad. It did have some counters to cubelock, mind you, but it wasn't that popular. _______________________________________________________________________________________________________________
Anyway, I will finish this wall of thext the following way: Why do you still think this deck is "OP" after reading my points. I explained to you how we encountered a lot more annoying decks in the past, which were more consistent and powerful. Currently we don't have a reliable tech card against it, but this doesn't make it broken or problematic. It's very slow, it has mediocre board clears in comparison to other classes and mediocre draw abilities. Shudderwock doesn't win the game if it's drawn and played early, it requires a lot of set up. And one last thing - while I don't like playing against combo, there is nothing wrong with some decks having a win-condition. This is the only way control shaman can compete with warlock, with druid, mage, priest and warrior. Sorry for this annoying novel, but I got fed up with people's constant salty threads here and there, as if Shuddershaman is something new to the game never seen before. It's not.
What we should be afraid is NOT Shudderwock (Tier 2, and so far does not receive much support in Boomsday), but Malygos Druid, which is currently Tier 1, AND will receive tons of support in Boomsday.
If you hate Shudderwock that much, just stop playing Big-Spell Mage, and play Token Druid instead.
I mained big spell mage this season and shuddercock bored the hell out of me every time I faced it (which is pretty common at ranks 7 to 1). It's one of the most polarized matchups I've ever seen, it's disgusting! I won only one game due to pure rng, the games drag on forever while you sit and watch him go through all his deck hoping he misplays somewhere, otherwise you are 100% fcked. The deck has so little and specific counterplay that developers must be blind or something. I don't expect that my deck has decent winrate against everything on the field, but a matchup with 1% chance of winning is just stupid.
i just play big spell mage, a only play mage... today i face 5 shudder consecutively, when I see shaman and does not activate genn at the start of the turn, I just concede, i try too many times play agains and most of the time i lost, so... yeah, we need a counter for shudder, there's a lot of lazy player with it
The lazy & the stupid one is you. You just want your 1 deck be op to all other decks? it`ll never happen dude. Go to school & learn!!! Even ShuddShamans Know they cant win all matchups! Why do you? Fix your brain dude!
i just play big spell mage, a only play mage... today i face 5 shudder consecutively, when I see shaman and does not activate genn at the start of the turn, I just concede, i try too many times play agains and most of the time i lost, so... yeah, we need a counter for shudder, there's a lot of lazy player with it
The lazy & the stupid one is you. You just want your 1 deck be op to all other decks? it`ll never happen dude. Go to school & learn!!! Even ShuddShamans Know they cant win all matchups! Why do you? Fix your brain dude!
You base it on top players results. Examples in other games include Genji in Overwatch and Lee Sin in League of legends. Both had very average or below average win rates with average players.
But in the hands of the best players they were clearly overpowered and both nerfed heavily as a result. We have had similar examples in Hearthstone. Grim patron warrior had average win rates but the best players were doing extremely well with it.
It's exactly the kind of deck that has been nerfed in the past. Extremely powerful, hard to counter and not fun or interactive to play against.
Could you please link me (us) to a page where they have the exact statistical datas for such games?
We still have no counter to Freeze/Exodia mage and that is as old as a combo/OTK deck gets.
Keep dreaming on this one XD
Not really. You can play around those decks in certain ways. You can destroy their secrets, you can silence your frozen minions or their Doomsayer. Besides they can't heal for crazy amounts and keep board presence too. They have to be careful about their combo pieces too and not just throw those out whenever drawn.
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It seems they're giving a lot of control decks combo finishers, big mage included. This will push Shudderwock's win% down if one or two more control decks can throw in OTKs.
this is pure fact. As much as I hate Shudderwock Shaman, the deck is fair to play against unlike decks like this in the past. That's the main point here and I feel like tons of people are forgetting it.
We'd have to agree on terms as to what constitutes a "combo" deck, but I disagree completely. For one thing, if you play two saronites, one grumble, and one zola, you have a 1/9 chance to fail the combo outright (that's 1/3 for grumble to hit first times 1/3 for zola to hit first). That's a sizable chance given that everything has gone right and you've survived to at least turn 10. I realize that you can still conceivably win after a blown combo, but I'd be willing to bet the win rate after failing the combo doesn't rise above 10% and if we can assume that is true, then you have approximately a 10% chance to auto lose when everything has gone fine. And yes, I also realize you can play with the numbers to get more than two saronites and skew the numbers more favorably, but especially if you're fighting aggro, it's fairly rare you've got the time to do that.
I could make an argument that there have been several more powerful combo decks, but that's not really the issue here. The issue is, have we arrived at an imbalance level somewhere around the jade druid situation. I think all hard data on the subject would suggest otherwise.
I don't dismiss your point out of hand. Better players can definitely squeeze the deck into a much better situation than the overall win rate. I stand by my original point, however, that the meta would be far worse if Shudderwock was removed from consideration by a hard counter.
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The way i see it Shudderwock is effectively the next pre-KotFT Jade Druid.
IE a deck that causes a whole lot of salt and frustration for control deck players because it mercilessly crushes slower strategies but it's fairly mediocre against aggro and tempo that beat it before it can do it's thing.
It doesn't feel nice to run into a deck you have about a 5% at best chance of defeating but if you're only running into it 10-15% of the time it's not a huge deal.
First off, I don't concider Reno being a counter to OTK decks. Against former standard freeze mage I did, but not against strategies, which can inflict tons of damage in a single turn. I played various control decks back in the days. I also ran 1-2 copies of Dirty Rat there. Maybe I'm a bad player, but I rarely managed to counter the exodia mages and disrupt their combo. Most of the time I pulled useless minions (acolyte, loot hoarder), because my opponents purposely held onto some of them. Countering Raza Priest with the rats was just impossible - I don't remember ever removing an important piece. This is because in the 2-card machine gun combo there was only one important minion to target and the priest always played it as soon as they had the mana. Velen was not always needed, in order for the priest to ping us down. QR was countered by dirty rat hard in the first few days, but once they included more minions into their decks, pulling out that important combo piece turned out to be difficult.
Those were the decks I considered to be annoying and problematic. Those shifted the meta entirely. Control didn't have good ways to counter them and was forced to play aggressive decks.
It's true, that Shudderwock punishes slow plays, but even control decks with proactive strategies have a chance to deal with it (big Druid).
Regarding Lightning Storm - Yes, I am mad enough to call this AoE weak. It's maybe cheap, but its outcome is really unreliable and it overloads the player with 2 mana crystals, which hinders their next plays a lot. If you think that this is strong, then dunno what to say. Volcanic Potion and Demonwrath are just broken then. Defile is better, because it's 1 mana cheaper, it doesn't overload the player and it clears all kinds of boards (especially against aggro) regardless if those minions have Divine Shield or a Deathrattle effect. Duskbreaker doesn't really hinder the deck build - well, it does now, because priest doesn't have Netherspite Historian or a good dragon package, but this was the best cheap removal priests had before the rotation. And LS can't compete with them - they don't overload you and instead they make your next turns smooth. Tempo decks also don't mind a 2-damage AoE, because many of them run sticky minions.
Yes, it's true that Zola is also played and it's unusual for 2 cards to whiff at the same time. There were cases, when my opponents went for the Shudder play w/o waiting to play Zola and got terribly punished. My point was, that the combo can fail, even if you played all of the combo pieces - something, which could never happen with the past combo decks. As for Shudderwock itself against aggro - well, the shaman player prolonged the game. It's not a surprise, if a control deck wins against aggro in the late game. This is where the big toys come into play. We warlocks have Bloodreaver Gul'dan/ Twisting Nether, priest has Psychic Scream/ Shadowreaper Anduin, big spell mage has ...., shaman has Hagatha.
"Shudderwock with a handful of BC's is usually enough to win." And sorry, but how is it possible for a shaman player to play Shudderwock replaying the most important battlecries against aggro. This sounds as if the shaman player had the nuts draw to survive that long.
This sounds like Freeze Mage with Emperor Thaurissan before the fatal turn. It's not something new. I also concede, because I know the game has ended, I accept it and I queue into the next game. But you can't deny that you can try to kill them, if you have the needed tools. You don't have to OTK the opponent necessarily, because they can't heal to full with 1-2 shudderwocks and mosquito bites.
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Ok, you can try to argue with me all you want, but nothing can change my PoV about Shuddershaman. I played against many annoying decks and I know what I'm talking about. It's true, that there aren't any real tech cards for it (except for us warlocks), but this doesn't mean it's problematic, because it has a slow strategy, it has mediocre board clears and mediocre draw tools. The combo is not even an OTK - since you have to make your Shudder cost 1, before you can kill your opponent. Since all of this happens very late in the game and since it gives the opponent plenty of time to develop a board, I don't see the problem with this.
Personally I don't think Shudderwock needs a counter, but here's a joke card of mine: https://imgur.com/a/a8g8Vx6
Don't mind me just passing by
I don't think Shudderwock specifically needs a counter. However, all of the OTKs that are going to be enabled this expansion, particularly in Druid, are going to have virtually no counters either, and they're going to be a lot more than meme or semi-meme decks like Shudderwock is right now. Not only are we going to need combo minion disablers, but combo spell disablers as well.
I assume that plenty of folks have already mentioned this, but I haven't scrolled through five pages of posts -
Shudderwock is a combo deck. It's one of the slowest which have ever been close to viable on ladder, requiring that the pilot draw most of their deck, which isn't easy for Shaman. It isn't an OTK combo either - it usually takes one turn to set up, and another to "go off", but it isn't guaranteed. Since all the battlecries are random, the combo fizzles if the bounce effect triggers before Shudderwock can copy itself on board.
Nevertheless, because it's a combo deck, it has a pretty good match-up against decks which allow it to "go off" - namely, control. And that's pretty much it - in every card game, combo decks dominate the decks which allow them to consistently pull off their combo. If you think that the slowest, most inconsistent, 2TK combo deck that has ever been viable is somehow ruining the game - it isn't. What you've discovered is that you don't like combo decks. It's perfectly fine not to like them - I don't either. But it isn't exactly helpful suggesting that every Tier 3 combo deck which comes along is shitting up the game.
FWIW - as of this morning, the deck was posting the 21st best win-rate in Standard, according to HSReplays. The best combo deck in Standard is Malygos Druid - its numbers were 15th best.
Once again - shudderwock is a fun card and grumble is a fun card, but together they aren't fun.
Just change Grumble to only return elementals to your hand. Then Grumble stays fun, and Shudderwock can be used as intended instead of as a funsucker.
It would be fun to try to concoct Shuddere decks that don't rely on infinite mosquitos.
looks like you'll have to turn to Warlock for answers. Gnomeferatu, Demonic Project, and Howlfiend + Treachery are plenty of disrupts to counter combo decks.
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I'd be more concerned if there are no new decks to worry about. Shudderwock is simply something annoying to face with your control deck that pretty much beats most everything else. You could argue that Shudderwock serves a purpose, without it some decks would have free reign.
The overload is irrelevant? If an aggro player overcommits to the board and its control opponent uses a board clear, then of course the aggro player is going to have a bad time. But this is the aggro player's fault for playing too much stuff into the board clear. A good player would spare some minions in their hand, then after the wipe they can come back into the board and will have an advantage, because the shaman player will have fewer mana crystals and won't answer their plays next turn.
You talked about zoo - I don't know if you meant the heal deck, but normally zoolock always runs sticky minions. A board clear like LS can't deal with a durable board on its own. Either you have to get lucky to get a spell damage totem from you HP, which by itself is RNG dependent and again not reliable, or to use another LS, which will overload you even harder next turn, or Volcano. But in the cases, where LS can't deal with a sticky board and you prefer to hold onto it and play Volcano instead, then you are giving your opponent free face damage.
It's kinda unnecessary to talk about the board state, because it's different in the different MUs, but I just wanted to point out the flaw in this control strategy.
Depends on how good your starting hand is and how good your draws are. Also RNG HP.
And what does it matter if those decks had a max damage capacity and the current Shudderwock has "infinite" one. Only control warrior could armour up and protect itself from that burst, the other classes only had max 30 health points and if a combo deck could inflict that amount in a single turn, then I'm still dead. It doesn't matter if I'm at 0 or -40 health.
I personally don't like mentioning class specific counters, which other classes don't have. But if a mage wanted to kill another one in the mirror, some of them ran Kezan Mystic and Eater of Secrets (few expansions later) in order to deal with Ice Block.
Shudderwock is NOT a problematic "infinite damage/healing combined", because it requires a lot combo pieces, before it can take off. Lifedrinker - the card responsible for the damage/healing - is actually a super bad play against aggro. It only heals the player for 3, but it makes it quite vulnerable to attacks since it doesn't have taunt and has a fairly weak body on top of it. Against aggro it just delays the opponent slightly. If you get to the moment, where the shaman player starts to heal itself with Shudderwock, then you weren't aggressive enough or the shaman had the nuts draws. Shudderwock doesn't enter the board on turn 9 and ends the game on the spot. This moment comes way way later, until you assemble the most important pieces. And if you can't pressure them as an aggro deck until this point, then sorry, but imho the problem is not within the Shudderwock shaman deck.
Freeze Mage was less interactive, because it had many good freeze abilities, which slowed down the opponent's minions. And if you couldn't unfreeze at least one of them, then the mage player got free turns. And let's not forget dealing with Ice Block, which undeniably had its counters, but if you didn't find them on time, the mage player could have burst you down from a safe position. Not to mention, that a control deck couldn't produce enough damage against them, before they could play the secret tech.
Good - yes. Flexible - yes. Amazing - not quite. And definitely not the best 5 mana board clear - that would be either Brawl or Dragon's Fury. The shaman spell is a fair card.
Or really? Did control shaman see any play before the rotation? It didn't have shudderwock as a win-condition, nor Hagatha as a value generator, but besides that there were other tools in their disposal - Maelstrom Portal, Devolve, Jinyu Waterspeaker against aggro. As a matter of fact it did see some play after Raza Priest was nerfed, but I don't remember this deck being a top tier one. It revolved around the jade mechanic and it ran the DK, Rummaging Kobold and Murmuring Elemental for more value. And despite the fairly good package - it was still bad. It did have some counters to cubelock, mind you, but it wasn't that popular.
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Anyway, I will finish this wall of thext the following way: Why do you still think this deck is "OP" after reading my points. I explained to you how we encountered a lot more annoying decks in the past, which were more consistent and powerful. Currently we don't have a reliable tech card against it, but this doesn't make it broken or problematic. It's very slow, it has mediocre board clears in comparison to other classes and mediocre draw abilities. Shudderwock doesn't win the game if it's drawn and played early, it requires a lot of set up. And one last thing - while I don't like playing against combo, there is nothing wrong with some decks having a win-condition. This is the only way control shaman can compete with warlock, with druid, mage, priest and warrior. Sorry for this annoying novel, but I got fed up with people's constant salty threads here and there, as if Shuddershaman is something new to the game never seen before. It's not.
Shudderwock is not a problem right now. It's only a mid-low Tier 2 deck, and the only decks it really crushes are Big-Spell Mage and Taunt Warrior.
Just look at the stats : https://www.vicioussyndicate.com/vs-data-reaper-report-100/
What we should be afraid is NOT Shudderwock (Tier 2, and so far does not receive much support in Boomsday), but Malygos Druid, which is currently Tier 1, AND will receive tons of support in Boomsday.
If you hate Shudderwock that much, just stop playing Big-Spell Mage, and play Token Druid instead.
Shudderwock is NOT an OP deck. If you really hate it, go play Warlock or something. They have all the Combo-disrupting cards
I mained big spell mage this season and shuddercock bored the hell out of me every time I faced it (which is pretty common at ranks 7 to 1). It's one of the most polarized matchups I've ever seen, it's disgusting! I won only one game due to pure rng, the games drag on forever while you sit and watch him go through all his deck hoping he misplays somewhere, otherwise you are 100% fcked. The deck has so little and specific counterplay that developers must be blind or something. I don't expect that my deck has decent winrate against everything on the field, but a matchup with 1% chance of winning is just stupid.
Top deck is cheat
The lazy & the stupid one is you. You just want your 1 deck be op to all other decks? it`ll never happen dude. Go to school & learn!!! Even ShuddShamans Know they cant win all matchups! Why do you? Fix your brain dude!
I agree with this Dude
Leper Gnome
Could you please link me (us) to a page where they have the exact statistical datas for such games?
We still have no counter to Freeze/Exodia mage and that is as old as a combo/OTK deck gets XD.
Don't worry though y'all I got your back as I hate the old Shudderwank deck too and the aforementioned "Exodia" Mage
Introducing the ultimate combo killing card
"Insert fanfare here"
Not really. You can play around those decks in certain ways. You can destroy their secrets, you can silence your frozen minions or their Doomsayer. Besides they can't heal for crazy amounts and keep board presence too. They have to be careful about their combo pieces too and not just throw those out whenever drawn.
Top deck is cheat