- Shudderwock Shaman
The goal of this deck is to destroy the opponent's entire hand and deck, and this can be done as early as turn 9.
The way to do this is to use infinite Shudderwocks along with Da Undatakah and Dancing Swords having been played earlier which will makes Shudderwock cycle through your opponent's deck, Dirty Rat to make the Shudderwocks pull out all of your opponent's minions, Unseen Saboteur to make them cast all of your opponent's spells, and Sandstorm Elemental or Earth Revenant to destroy the minions pulled out.
This is how it looks like when you execute the combo:
Some tips for playing the deck:
To get Shudderwock going infinite, you need to play the hero power from your quest to double battlecries then Shudderwock after you have played both a Saronite Chain Gang and Grumble, Worldshaker on previous turns. You can use the hero power in the same turn as Shudderwock by using the coin, a Lightning Bloom, or using Tour Guide earlier in the game.
Using Tour Guide while your hero power is still the basic one will keep the cost reduction when you complete your quest.
Try to remember what spells you get from Spirit of the Frog at each mana slot since there is only one of each, then you can plan out your frog turns if you need a specific card.
Don't always play Spirit of the Frog as soon as you can, sometimes it's better to wait to have more mana to be able to draw more spells the turn you play it.
Lorekeeper Polkelt is great to get most of your combo pieces on top, however since he places Lightning Blooms and Tour Guides on the bottom of the deck, you usually want to play him after having the coin, a Lightning Bloom, or a Tour Guide in hand (or having played Tour Guide earlier) so you can get Shudderwock going infinite earlier. If you're being pressured on board though play Lorekeeper Polkelt anyway since you still have a 2/3 chance of Shudderwock going infinite even without the double battlecry hero power as long as you play Grumble, Worldshaker and both Saronite Chain Gangs beforehand.
You want to play Shudderwock to get him going infinite as soon as you can, even when the full combo hasn't been assembled yet. The reason is you can play infinite 1 mana Shudderwocks in the coming turns which will help you survive to get to your full combo. The battlecries Shudderwock can use that can help you survive are from Armor Vendor which will give both players armor and help stall the game and Sandstorm Elemental or Earth Revenant to clear any minions the opponent plays each turn.
Against control decks that have either hard removal or board clears, get Shudderwock going infinite before you play Unseen Saboteur because you don't want to get your only copy of Shudderwock destroyed. After you have multiple 1 cost Shudderwocks in hand you can play Unseen Saboteur and then Shudderwocks and if any individual copy of Shudderwock is destroyed it's fine.
This deck can win with Shudderwocks without getting the full combo. If you don't have Dirty Rat and Unseen Saboteur played yet, Da Undatakah and Dancing Swords will make each Shudderwock you play draw cards for your opponent and mill them when milling copies of Shudderwock with the Dancing Swords deathrattle due to high hand size. This can kill your opponent by fatiguing them. You can also win by Shudderwocks using Dirty Rat and Unseen Saboteur battlecries to empty your opponent's hand, destroy them with multiple Sandstorm Elemental or Earth Revenant battlcries, and then win with Shudderwocks on the board.
If you play too many Shudderwocks on your turn after getting all needed pieces for the full combo, you might not only destroy your opponent's hand and deck but also fatigue them to lethal. So if you want to experience the feeling of them starting their turn as early as turn 9 or 10 with no cards in hand or deck, don't play too many Shudderwocks the turn after you get them to go infinite. Armor Vendor's battlecry will help with keeping them alive to see this.
If you don’t have Da Undatakah then Hecklebots could be a good replacement for Da Undatakah and Dancing Swords. It’s not going to suck all the spells out of your opponent’s deck but at least you’ll suck all the minions out which will still win you the game and you can still experience sucking most of your opponent’s deck and hand out.
This is one of the most enjoyable decks I have played in a while, and I would greatly appreciate any suggestions on how to improve it.
If you have any questions or comments about this deck please post them below.
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Card changes 1 year, 3 months ago (Wailing Caverns)
- Earth Shock 2
- Tidal Surge 2
- Primal Dungeoneer 2
- Elementary Reaction 2
- Devolving Missiles -2
- Far Sight -2
- Hex -2
- Ancestral Knowledge -2
Card changes 1 year, 4 months ago (Barrens Buffs)