Huh, the battlecry seems to target VERY strong late-game Deathrattle/Battlecry minions. But if you're already on turn 8+ why would you want these to become 1 mana 1/1s? Strange card.
Because you can use them the next turn for 1 mana to trigger insane OTK combos. Malygos is the obvious possibility, but since he is neutral there are probably a range of potential OTKs he can set up.
This is really worrisome for copying Hadronox. It's hard enough getting rid of the taunts after Hadronox without having to do it again the next turn. Plus it increases the chance of Hadronox being resummoned.
I do fear that this card will be the type of minion that is absolutely broken when it works but useless when it doesn't, resulting in never being nerfed because "the win-rate is only 53%!" like with the Cube. However the only reason Cube had such a crap win-rate is because brain-dead players can't use it properly... And this will be the same.
I can already copy Hadronox forever. I naturalize him as soon as he hits the board to keep him from getting silenced or transformed, and then I can bring him back for three mana with Witching Hour, and hit the new one with a cube.
As an extra Malygos duplicate, this isn't super relevant. We already have Faceless and Prince Taldaram. Hypothetically, this could let you get Malygos on the board one turn, and then use this to bring out a clone the next turn, faceless it, and do the combo.
But that's at least a turn slower than various wild Maly combos built around Aviana and Kun. You can also use the Twig of the World Tree and break it after you play Maly to get more mana on your Maly turn, and that has not made Maly combo druid a thing in standard since Aviana and Kun went to wild. I don't think this will either.
The big difference with this one is that, unlike other cards that duplicate minions, he will duplicate a battlecry. Cenarius is an obvious possibility. He can also duplicate a minion who has magnetically attached itself to another minion, if mech druid is a thing.
I usually buy the preorder, and then I usually buy some more packs at launch. The second big bundle is $20 cheaper than buying two bundles of 40 packs.
2.) Murmuring Elemental. It costs 2. That means you have to make an 11 mana play.
3.) In order to make this possible, you must play Fire Plume Harbinger while the Murmuring Elemental is in your hand, or you can get either the Shudderwock or the Murmuring Elemental at reduced cost using Far Sight.
4.) You have to have played two Lifedrinkers at some point in the game.
If you have satisfied the above conditions, Shudderwock will deal 12 damage to your opponent. That is unlikely to be enough to kill them.
That means you also need to have played Saronite Chain Gang and Grumble at some point in the game, so Shudderwock can send copies of himself back to your hand, hopefully setting up a lethal play no sooner than turn 11.
If you manage to Grumble when Lifedrinker is on the board or use a Murmuring elemental to double down a Lifedrinker's battlecry, you can increase the incoming damage.
But in order to set this up, you have to spend multiple turns doing low tempo plays. I think people are reacting very negatively to the long animation Shudderwock sets off, which kind of feels like it's doing an end-zone dance on your face. But this is a win condition that requires a lot of setup, and in order to get all the pieces, this deck has to invest a lot of resources in cycling through cards. It's not clear at all that it's actually more consistent than something like the old Aviana/Kun/Malygos Druid OTKs or the Exodia Quest Mage. When I've pulled it off, I've been near fatigue. This win condition is much slower than something like pre-nerf quest rogue.
What I am actually seeing a lot of are very aggressive Hunter and Paladin decks. Baku lets hunter put a tremendous amount of pressure on with its hero power, and if it gets in a couple of hits with Huffer or a Bearshark, or a kill command, it can end the game long before a Shudderwock combo.
My guess is, when people stop experimenting with the Jimmy cards and start trying to climb, they're going to do it with paladin and hunter decks and Shudder Shaman is going to be blown off the ladder.
4/3 Divine Shield is pretty good for 4, even if you don't activate the ability. If you activate it once with a lifesteal minion, you're doing pretty well. This doesn't need a deck built around it. But the Divine Shield paladin archetype was not a top tier deck before, and this doesn't compensate for the lost of Burnbristle.
This seems like a good card. It comes into play and immediately kills something, and then the opponent has to expend some other resource to get rid of it the next turn. This seems pretty similar to Blackwing Corruptor, and there are many situations in Dragon Priest where this provides a greater turn-4 tempo gain than Duskcaller.
I got 12 out of 176, which is slightly better than usual. Expected rate would have been 10. I also got a lot more out of the earlier packs. It's possible the guaranteed legendary within the first 10 packs doesn't count toward pity timer, so a lot of people may have gotten 4 or 5 out of their preorders, but people who bought lots of packs regressed toward the 1-in-20 mean.
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Because you can use them the next turn for 1 mana to trigger insane OTK combos. Malygos is the obvious possibility, but since he is neutral there are probably a range of potential OTKs he can set up.
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Baku is from Witchwood. You have another year of odd Mage.
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done.
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Done
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They never build out existing concepts that didn't quite work in future expansions. They drop them for new concepts.
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I can already copy Hadronox forever. I naturalize him as soon as he hits the board to keep him from getting silenced or transformed, and then I can bring him back for three mana with Witching Hour, and hit the new one with a cube.
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As an extra Malygos duplicate, this isn't super relevant. We already have Faceless and Prince Taldaram. Hypothetically, this could let you get Malygos on the board one turn, and then use this to bring out a clone the next turn, faceless it, and do the combo.
But that's at least a turn slower than various wild Maly combos built around Aviana and Kun. You can also use the Twig of the World Tree and break it after you play Maly to get more mana on your Maly turn, and that has not made Maly combo druid a thing in standard since Aviana and Kun went to wild. I don't think this will either.
The big difference with this one is that, unlike other cards that duplicate minions, he will duplicate a battlecry. Cenarius is an obvious possibility. He can also duplicate a minion who has magnetically attached itself to another minion, if mech druid is a thing.
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I usually buy the preorder, and then I usually buy some more packs at launch. The second big bundle is $20 cheaper than buying two bundles of 40 packs.
2
1) Shudderwock. It costs 9.
2.) Murmuring Elemental. It costs 2. That means you have to make an 11 mana play.
3.) In order to make this possible, you must play Fire Plume Harbinger while the Murmuring Elemental is in your hand, or you can get either the Shudderwock or the Murmuring Elemental at reduced cost using Far Sight.
4.) You have to have played two Lifedrinkers at some point in the game.
If you have satisfied the above conditions, Shudderwock will deal 12 damage to your opponent. That is unlikely to be enough to kill them.
That means you also need to have played Saronite Chain Gang and Grumble at some point in the game, so Shudderwock can send copies of himself back to your hand, hopefully setting up a lethal play no sooner than turn 11.
If you manage to Grumble when Lifedrinker is on the board or use a Murmuring elemental to double down a Lifedrinker's battlecry, you can increase the incoming damage.
But in order to set this up, you have to spend multiple turns doing low tempo plays. I think people are reacting very negatively to the long animation Shudderwock sets off, which kind of feels like it's doing an end-zone dance on your face. But this is a win condition that requires a lot of setup, and in order to get all the pieces, this deck has to invest a lot of resources in cycling through cards. It's not clear at all that it's actually more consistent than something like the old Aviana/Kun/Malygos Druid OTKs or the Exodia Quest Mage. When I've pulled it off, I've been near fatigue. This win condition is much slower than something like pre-nerf quest rogue.
What I am actually seeing a lot of are very aggressive Hunter and Paladin decks. Baku lets hunter put a tremendous amount of pressure on with its hero power, and if it gets in a couple of hits with Huffer or a Bearshark, or a kill command, it can end the game long before a Shudderwock combo.
My guess is, when people stop experimenting with the Jimmy cards and start trying to climb, they're going to do it with paladin and hunter decks and Shudder Shaman is going to be blown off the ladder.
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6
4/3 Divine Shield is pretty good for 4, even if you don't activate the ability. If you activate it once with a lifesteal minion, you're doing pretty well. This doesn't need a deck built around it. But the Divine Shield paladin archetype was not a top tier deck before, and this doesn't compensate for the lost of Burnbristle.
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This seems like a good card. It comes into play and immediately kills something, and then the opponent has to expend some other resource to get rid of it the next turn. This seems pretty similar to Blackwing Corruptor, and there are many situations in Dragon Priest where this provides a greater turn-4 tempo gain than Duskcaller.
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I got 12 out of 176, which is slightly better than usual. Expected rate would have been 10. I also got a lot more out of the earlier packs. It's possible the guaranteed legendary within the first 10 packs doesn't count toward pity timer, so a lot of people may have gotten 4 or 5 out of their preorders, but people who bought lots of packs regressed toward the 1-in-20 mean.
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Lich King is the new Ragnaros. Any deck that would play Ragnaros before he went Hall of Fame can play Lich King.
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Done