So far the consensus is fairly unanimous that Shudderwock is absolutely op and will most likely shake the meta. However, I'm curious to see what decks list you guys think will optimally utilize this card. I personally went for an all otk strategy for mine. Id love to see everyone Shudderwock deck ideas and would appreciate feedback on improvements to mine.
Shudderwock costs 9. Grumble makes cards cost 1, not zero. There's no way for an OTK to be achieved in standard at least.
Edit: The deck you have right now could work if you reduce Murmuring Elemental by 2, and if you play a couple Nightblades in there, but even then you would only get 24 damage. 3x2 for the Lifedrinker's and 3x2 for the Nightblade's, then playing Shudderwock a second time.
I removed applebaums and added saronites. It was such an obvious include that i glossed over it lol. The combo is to get murmuring elemental to cost 1. on turn 10 you play it with shudderwock which gaurantees you get it back in your hand for 1. Then the following turn you deal over 30. Guess it a 2 turn kill in a way
I believe an otk means you have some sort of combo that can deal over 30 damage in a turn. Obviously every sort of OTK needs set-up in one way or another, so yes this could be considered an OTK.
Looks pretty good to me! Would replace Witchwood Piper with Mana Tide Totem, just because of the possibility of drawing more, and because it's cheaper. Also, 1 copy of weapon removal just for Skull/Aluneth. Any suggestions for mine?
Also, bear in mind because the order of Shudderwock is random, there is always a chance for the Grumble effect to go off before the Saronite effect, so it's possible the opponent just wipes the board and you lose.
Problem is the Shudderwock order is random, so this isn't consistent
The random element is the reason why you need to play Murmuring in the same turn its played the first time. This guarantees it back in your hand. After that, it will copy its own battlecry so it becomes self sufficient.
Looks pretty good to me! Would replace Witchwood Piper with Mana Tide Totem, just because of the possibility of drawing more, and because it's cheaper. Also, 1 copy of weapon removal just for Skull/Aluneth. Any suggestions for mine?
I chose Witchwood Piper in my deck over mana tide because it is more defensive and really doesnt have a method to defend it like in your deck. Also, it works as a tutor effect to get toward more draw cards or combo pieces. Mana tide works far better in your deck since you have all the taunts. Your deck has a bit more of a proactive strategy so im curious if it ends up better overall.
I don’t see putting the chain gang in my deck, mostly because I want to drop grumble earlier than Shudderwock. Then when I drop Shudder he returns himself with 1 cost. Next turn you can do this 10 times which should be a OTK, barring armor or weird cards killing it when it enters play. If you have chaingang you will fill your hands with the gangs and risk losing Shudder to a full hand.
I don’t see putting the chain gang in my deck, mostly because I want to drop grumble earlier than Shudderwock. Then when I drop Shudder he returns himself with 1 cost. Next turn you can do this 10 times which should be a OTK, barring armor or weird cards killing it when it enters play. If you have chaingang you will fill your hands with the gangs and risk losing Shudder to a full hand.
The battlecry on Grumble is returns all other minions so you have to use saronite so Shudderwock will make copies of itself to return to hand.
Grumble can't bounce itself, which is why you need a Saronite Chain Gang so Shudderwock can bounce a copy. (Saronite's battlecry doesn't create a second Saronite, it creates a copy of the minion casting the battlecry.)
Looks pretty good to me! Would replace Witchwood Piper with Mana Tide Totem, just because of the possibility of drawing more, and because it's cheaper. Also, 1 copy of weapon removal just for Skull/Aluneth. Any suggestions for mine?
I chose Witchwood Piper in my deck over mana tide because it is more defensive and really doesnt have a method to defend it like in your deck. Also, it works as a tutor effect to get toward more draw cards or combo pieces. Mana tide works far better in your deck since you have all the taunts. Your deck has a bit more of a proactive strategy so im curious if it ends up better overall.
As a suggestion I would replace earth shock with a higher value defensive tool. I think 2 hexes is enough to deal with warlock.
So far the consensus is fairly unanimous that Shudderwock is absolutely op and will most likely shake the meta. However, I'm curious to see what decks list you guys think will optimally utilize this card. I personally went for an all otk strategy for mine. Id love to see everyone Shudderwock deck ideas and would appreciate feedback on improvements to mine.
Here is mine. But I fail to see how your deck is an OTK.
Ya... how is this an OTK?
Shudderwock costs 9. Grumble makes cards cost 1, not zero. There's no way for an OTK to be achieved in standard at least.
Edit: The deck you have right now could work if you reduce Murmuring Elemental by 2, and if you play a couple Nightblades in there, but even then you would only get 24 damage. 3x2 for the Lifedrinker's and 3x2 for the Nightblade's, then playing Shudderwock a second time.
Edit 2: Nevermind, forgot about Murmuring Elementals battlecry.
I removed applebaums and added saronites. It was such an obvious include that i glossed over it lol. The combo is to get murmuring elemental to cost 1. on turn 10 you play it with shudderwock which gaurantees you get it back in your hand for 1. Then the following turn you deal over 30. Guess it a 2 turn kill in a way
I believe an otk means you have some sort of combo that can deal over 30 damage in a turn. Obviously every sort of OTK needs set-up in one way or another, so yes this could be considered an OTK.
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Problem is the Shudderwock order is random, so this isn't consistent
Looks pretty good to me! Would replace Witchwood Piper with Mana Tide Totem, just because of the possibility of drawing more, and because it's cheaper. Also, 1 copy of weapon removal just for Skull/Aluneth. Any suggestions for mine?
Homebrew Handlock Revival lol
Also, bear in mind because the order of Shudderwock is random, there is always a chance for the Grumble effect to go off before the Saronite effect, so it's possible the opponent just wipes the board and you lose.
I don’t see putting the chain gang in my deck, mostly because I want to drop grumble earlier than Shudderwock. Then when I drop Shudder he returns himself with 1 cost. Next turn you can do this 10 times which should be a OTK, barring armor or weird cards killing it when it enters play. If you have chaingang you will fill your hands with the gangs and risk losing Shudder to a full hand.
Grumble can't bounce itself, which is why you need a Saronite Chain Gang so Shudderwock can bounce a copy. (Saronite's battlecry doesn't create a second Saronite, it creates a copy of the minion casting the battlecry.)
Noted, I will try pretty much everything!
Maybe I'll jump in wild occasionally just to play C'thun Shudderwock for the lulz