Shudderwock Combo Shaman Mulligan Guide and Strategy
VS Fast Decks
Higher Priority (Keep every time)
- Prince Keleseth – If a deck runs Keleseth, it’s always the highest priority card.
- Acolyte of Pain – 1/3 stats can actually clear a minion or two against Aggro, and draw some cards at the same time.
- Mana Tide Totem – Cycling is important, you want to get your combo pieces and/or defensive cards as quickly as you can.
- Saronite Chain Gang – It’s 2 in 1 against Aggro – solid defensive card and
Lower Priority (Keep only if certain conditions are met)
- Lightning Bolt – If you play against a deck which can drop an early minion you absolutely have to answer – such as Odd Rogue with Vicious Fledgling.
- Gluttonous Ooze – Against decks with weapons.
- Lightning Storm – Against Paladin, or boar flood decks in general. You need that AoE clear against Odd Paladin and you need it quickly.
- Mind Control Tech – Vs Paladin. He will flood the board very quickly and stealing the right card can win you the game. Even in the worst case scenario, you get a 3/3 + 1/1 that cleared a 1/1 for just 3 mana.
- Volcano – Just like Storm, keep against board flood decks.
VS Slow Decks
Higher Priority (Keep every time)
- Prince Keleseth – Always keep, there is no situation in which you want to throw Keleseth away.
- Mana Tide Totem, Acolyte of Pain and Far Sight – Card draw is most important in slow matchups, the more cards you draw, the faster you get your combo.
Lower Priority (Keep only if certain conditions are met)
- Gluttonous Ooze – Against decks with weapons.
- Hex – In certain matchups, like Cube or Even Warlock. Them dropping a big minion early that you can’t answer is often game over for you.
Shudderwock Combo Shaman General Playstyle and Strategy
Vs Aggro
Playing against Aggro decks is definitely more difficult. They don’t give you enough free time to draw cards, gather your combo pieces and then finally play your Shudderwock. They will push you every single turn, which makes faster matchups particularly difficult. While your combo usually locks them out of the game, you will rarely get a full combo before Turn 10, meaning that it’s often too late and the game is already lost. Which means that most of the Aggro games are played and won without the combo – it’s just a nice back-up plan in case the game gets long enough and you have no way to seal it.
Ideal scenario vs Aggro is getting Prince Keleseth. It will make your on-board trades much better. However, since you get him in your opening hand roughly in 1 out of 4 games, that’s not something you can build your game plan upon. Which means that you will need to improvise.
Surviving is most important, but how do you do that? First, by playing as many minions as you can. They will either soak the damage or even clear some of the opponent’s minions. Even if your opponent has a good trade on the board into one of your minions, it might still be worth to drop it. For example, dropping Saronite Chain Gang into 2x 3/4 might not seem like the best idea. But not only it soaks 6 damage, but it also sets up a much better Lightning Storm. Or maybe you will draw a second Saronite Chain Gang and now those minions will die when trading.
Even though you have quite a lot of AoEs, you need to save them for the right scenarios. Because trust me, if you’re holding two AoE cards in your hand, an Aggro deck will be able to breeze through them and still flood the board. Try to not use AoEs until you have to – e.g. clearing 4 damage with Lightning Storm is often not the best way to use it, you’d rather play a minion or something instead, or just Hero Power and bait more power onto the board.
Hex can be used to deal with a bigger minion they might drop. But if you know that your opponent does not play big minions, or at least it’s not likely that they will drop one in the next few turns, it might be a good idea to use it to clear a smaller minion, such as a 3/3. If you have no other way to deal with it, that 3/3 is going to deal LOTS of damage by staying on the board and attacking every single turn.
Glacial Shard can be used to either stall a big minion (e.g. if you freeze 8 Attack minion, which would go for your face, it’s basically like healing for 8 for just 1 mana), or stall a smaller one to set up for a better AoE.
Healing Rain comes handy after you’ve already stabilized. You generally DON’T want to play it before AoE clears or minions, unless you will die if you don’t. Healing when your opponent still has minions on the board is often pointless – it will just buy you a single turn and that’s it. If you can choose between healing and clearing the board, you should clear the board first most of the time.
And finally, Shudderwock himself. The most important question is – when do you play him? And I’d say that the best answer would be “as soon as you can”. Of course, it depends on the exact situation, board state and such, but you usually don’t even need a full combo to win. For example, if you’ve played 2x Chain Gang and a Lifedrinker already, but no Grumble, it’s still a good play. You get 3x 6/6 minion, deal some initial damage, heal yourself, and get all other Battlecries (such as Gluttonous Ooze, which might be handy if your opponent is holding another weapon). Fast decks won’t have a way to clear such a board anyway, so you should be able to close it next turn anyway.
If you play against an Aggro deck which has a lot of staying power and MIGHT clear your board of Shudderwocks, then you might want to wait for a full combo. It really depends on whether you can afford to. If you still have resources, and you can fight your opponent off for another few turns, there’s no harm in waiting for it.
Vs Control
Control matchups are easier, and unlike Aggro, where you MIGHT win some games by simply surviving, against Control you have pretty much a single win condition – Shudderwock combo. Which means that you need to set it up and play it as quickly as possible.
Before talking about the combo, however, I will talk quickly about one scenario in which Shudderwock might not be your only way to win. Getting a Turn 2 Prince Keleseth, especially if it’s followed by Zola the Gorgon and replayed again on T4, means that the minions in your deck are really strong – they might be more than your opponent can handle. For example, Saronite Chain Gang is 2x 4/5 Taunt for 4 mana. Glacial Shard is a 1 mana 4/3 that freezes. Mana Tide Totem is a 3 mana 2/5 that draws a card every turn. As you can see, those are incredibly powerful and might actually be enough to win the game. And they’re definitely enough to keep your opponent busy so they won’t finish the game quickly.
However, since that doesn’t happen often, we will focus on your regular win condition, which is the Shudderwock combo. What is this combo anyway? Let me explain it. Since Shudderwock replays every Battlecry you’ve played this game, the combo is built around dealing damage with Battlecries, then bouncing the Shudderwock back the to hand. Saronite Chain Gang‘s Battlecry creates a copy of Shudderwock, and then Grumble, Worldshaker‘s Battlecry bounces those copies back. It basically means that after your initial set-up turn you get a bunch of 1 mana Shudderowcks in your hand and you can play them to slowly but surely kill your opponent. Even with just a single Lifedrinker trigger per Shudderwock, opponent will eventually just die.
However, there is a catch. Since Shudderwock’s Battlecry has a random order, the combo is NOT guaranteed. If your Grumble triggers before Saronite Chain Gang, you won’t bounce the Shudderwock. Remember that minions can’t target themselves / aren’t affected by their own Battlecries (unless the Battlecry specifically states so). To prevent that, the deck runs Zola the Gorgon, which is an alternative way to get another copy of Shudderwock in your hand… but if both Grumble and Zola trigger BEFORE Shudderwock, the combo fails. There is a way to make it consistent, by running Murmuring Elemental, but the general consensus is that it’s just not worth it, mostly because you have to drop Prince Keleseth, but also because Murmuring isn’t that useful outside of the combo. Given that the combo failing completely is a rare occurrence, best builds generally don’t run it.
Then, you need to remember that your first Shudderwock turn is NOT killing your opponent yet, unless he’s really low. It’s the second turn when you can drop him multiple times – that’s the real combo turn. It’s important to remember, because if e.g. you’re staring at a big board that will kill you (even through the healing from Lifedrinker), you might want to e.g. drop Volcano first to deal with it + heal yourself with Healing Rain and postpone the combo. Yes, it’s not optimal, but it’s better than just dying.
The idea behind Hemet, Jungle Hunter in this list is to make you draw your combo pieces much faster. Since every single card you need to play before Shudderwock costs 4 or more mana, Hemet destroys all of the lowest cost cards, making you draw the combo pieces and/or Shudderwock much faster. It’s not necessary, as you usually have enough cycle to get to your combo quite quickly anyway, but it helps if some combo pieces get stuck at the bottom of your deck. It’s easier to get through e.g. 6-7 cards than through 15 cards left in your deck if Shudderwock is the final card. Drop him as soon as you can.
One important thing to remember when playing vs Control is that Hex is your only hard single target removal, and lots of Control decks are playing multiple good targets. You generally want to Hex the most aggressive minions. For example, against Cube Warlock, you want to Hex (if you can’t deal with them otherwise) Mountain Giant and/or Doomguard. Normally, Hexing Voidlord might be better, since it’s harder to clear, but it’s best to save it for the more aggressive plays. Hex also works incredibly well against decks that build their plan around reviving some minions. In the current meta, that deck is Taunt Druid. By Hexing a big Taunt minion you not only remove it from the pool of cards revived by Hadronox, but you also make Witching Hour less consistent. After two Hexes, Druid will only have a 1/3 chance to revive Hadronox.
When it comes to other general tips, I’d say that unless you want to drop him as a 6 mana 7/7, you can really wait with Grumble until you can bounce something back. Good targets include Keleseth, Chain Gang, Lifedrinker, and Zola the Gorgon – you can replay them for just 1 mana and get their Battlecry again. Gluttonous Ooze is also good bounce target if you face a deck running weapons, or MCT if you face a board flood deck. You can also use it to “heal up” your minions after making trades, although your minions generally have low health, so it might not be very useful.
Shudderwock Combo Shaman Card Replacements
Shudderwock Shaman is a very expensive deck. It runs multiple Epic & Legendary cards. Some of them are absolutely necessary, but others can get replaced. Here is a list of the expensive card it runs with potential replacements:
- Prince Keleseth – Since he’s not a part of the combo, he can get replaced. However, it’s not as simple as just adding another card instead. If you don’t run Keleseth, you want to have more 2-drops, so you also need to get rid of some other cards, such as Far Sight, Gluttonous Ooze, Glacial Shard, Lightning Bolt etc. and put 2 mana cards instead. The best 2 mana card is definitely Doomsayer, although it’s Epic, so not every player will have it. Other than that, Acidic Swamp Ooze, Loot Hoarder or Bloodmage Thalnos are other good options.
- Zola the Gorgon – She’s the combo back-up plan, so she’s pretty necessary. You can still play the deck without her, but it will make your combo less consistent. If you play a non-Keleseth build, you can use Murmuring Elemental to make the combo more consistent instead. However, if you run a Keleseth build, you want a generic replacement, such as Earth Shock, Tar Creeper, Sandbinder or Primordial Drake.
- Grumble, Worldshaker – Part of the combo, impossible to replace.
- Hemet, Jungle Hunter – Not necessary, can be replaced. Use any of the generic replacements listed above.
- Hagatha the Witch – AoE, Armor gain and a great value tool all in one. While she’s not the part of the combo, she’s hard to replace. If you don’t have her, use any of the generic replacements above, but probably Primordial Drake would be best.
- Shudderwock – Your most important combo piece, you can’t replace him.
- Far Sight – Cycling is important in this deck, but you can run another cycle card instead. Sandbinder or Gnomish Inventor would be the best replacements.
- Gluttonous Ooze – Normally you’d be able to replace it with Acidic Swamp Ooze, but this build runs Keleseth, so it’s impossible. You can run Harrison Jones if you have him. Alternatively, Corrosive Sludge is an option, but a pretty weak one. You can also drop the weapon removal whatsoever and run one of the generic replacements.
Every new expansion I buy the pre-purchase pack, so much fun this game gave me but now it’s over, this deck completely ruined the game for me.
You can’t play any control deck anymore because shudderwock will win, but even against aggro it has a big chance of winning.
The fact this deck is around will make all other platers or play this deck or a heavy aggro deck.
The only 2 options I see in saving hearthstone is:
1/ you put a bann system when searching for an opponent and every one can ban 1 of the 9 classes, so he will not play against them (league of legends has the same system and it’s working well, you don’t have to play against that 1 deck you really hate and will have much more fun)
2/ delete shudderwock or just make it unplayable
lol. ban system would be gr8 wonder why they dont implement
Deck de gros autiste joué par des autistes… rien de plus à dire
These decks make people to go away from the game. This is the most bug deck i have ever seen…
This deck is ruining the game.
Legend (EU) again with Shudderwock like 2 seasons ago, all the way from rank 5 to legend. Last season I got to Legend with murloc mage. I used 2x Earthshock and Sandbinder, instead of Ooze, Mind Control Tech and Hemet. I still don’t understand why this is listed under fringe decks. Tempostorm lists the deck under tier 1 (out of 5).
I can’t get out of rank 5 with this deck. Switched from Recruit Hunter to this to try and get out of rank 5 but it’s not working. It’s fun to play, but most of the time I’m getting destroyed before I even reach turn 5-6.
It seems to me the game is bugged in a way the Grumble trigger often revolves before any of the chain gangs.. Out of ten games I fizzled about 4.. Two of which had 3 or 4 Chain Gang triggers.. The deck is a blast to play and there is no better feeling when it works but something seems to be rigged…
It’s not bugged. No matter what order you play your cards in, Grumble might trigger before SCG when you summon shudderwock and that messes up your whole battlecry. Unless you’re lucky and cast Zola after your SCG triggers, you won’t get a Shudderwock unfortunately. 🙁
It’s random, and that’s how randomness works – sometimes for you, sometimes against you 🙂
So i’d like to build this deck since i have shudderwock and hagatha, but don’t dnow how often i should play some cards in order to change kelseth. so i mean do i keep far sight or glacial shard if yes how often or how often shell i play doomsayer ooze loot horder. so i know its kinda silly but can someone make me a decklist without kelesth and the jungle hunter. dont have zola but i think i can find a replacment for her by myself
I have mixed feelings about Hagatha… Sometimes she’s right on the money.
But I think it’s with noting that if you play her when you have a semi full hand you run the risk of locking your hand at max.. ie: you play a shudderwock > hagatha gives you a spell now you have no room in your hand for the duplicate bouncebacks. It happens to me all the time; then I’m stuck trying to burn spells just to make room in my hand before I play wok> and then you still gotta wait out the overcharge penalty…
I have everything in this decklist except zola… I think missing her is really killing me; probably shoulda grabbed her before prince since I think she’s what makes prince worth it.
I would say use bailful banker. that card actually proves to be better than zola and i think is better than keleeseth too. to get the combo off, you normally end up cycling through your entire deck and eventually start fatiguing. not only does the banker prevent this by cycling shudderwocks in your deck, but also doesnt add a copy of it to your hand, preventing it from overflooding. this is specially true if youre going up against preists, because benedictus has slowly become a force to be reckoned with due to preists’ life sustain.
I had to pull Hagatha out of this deck. I think she breaks the combo somehow. Since I took her out I’ve had no problems with the combo fizzling out. Replaced her with the Primordial Drake for the Battle Cry. She was just as likely to give me a spell I don’t need and she was to give me something useful anyway.
Welp. Once again the combo just stopped for no reason so Hagatha isn’t the cause. Neither Grumble nor Zola returned a single Shudderwock to my hand which had plenty of room in it. Game over. Ranked match lost again. GG
Hagatha definitely does not break the combo, I’ve played the deck with her and she wasn’t a problem.
Are you sure that Saronite Chain Gang’s Battlecry triggered first? Because if Grumble and/or Zola triggers first, they don’t work, since those Battlecries can’t target the original minion (if it was the case, Grumble would just bounce himself immediately once you’ve played him). That’s why the deck runs Chain Gangs – Shudderwocks copied by Chain Gang can be bounced.
Like I mention in the guide, the combo has a chance to fail, but the chance is pretty low. Even lower if you managed to play more than 2 Chain Gangs (e.g. you copied one with Zola or bounced with Grumble).
I always try and play at least one chain gang before playing any other cards in the combo. Two if I can and three is even better. I never play grumble until I’m ready to play Shudderwock the next turn. I do pretty well with the deck and I never noticed this happening before the nerf so I assumed it had something to do with that.
Even with the 2-3 Chain Gangs pre Shudderwock the combo can fail because Shudderwock’s Battlecry triggers are resolved in a random order, as per the article.
i would suggest taking out the keleeseth and replacing it with bailful banker; it not only increases your chances to get off a combo by a lot, but also prevents you from overflooding your hand by shufflign the shudder into your deck rather than to your hand and prevents you from fatiguing
When is Hemet supposed to be used?
ASAP. Against control that’s usually turn 5 or 6. Against aggro, it’s whenever you don’t have a control-ish type card to play or have stabilized the board.
Any chance this guide will be updated? The deck list doesn’t match the guide, and appears to be unoptimized for pre Nerf metal.
The guide was updated a few days ago!
Anyone else notice that the combo sputters out all the time now since the nerf? And for no reason. All the ingredients of the combo have been played before dropping Shudderwock. The combo starts to go off then just peters out after only one or two copies have been made by Chain Gang’s battlecry. This last match I played, Zola didn’t make a copy and neither did Grumble.
I agree.To ensure a near 100 percent combo you must summon grumble 2 times or chain gang 3 times with the help of zola.
do you have any idea why? i have the same issue
This decklist doesn’t even have murmuring elementals in it. Fix it or stop referencing them.
This list needs an update. Playing zyrios version atm who made it to legend #4 two days ago. Odd paladin is harder atm, now more players switched to control decks. Zyrios and prob meati versions of shudderwock are better optimized and are very viable atm (wrecks control)
Agree,after nerfs this deck has became pretty nice,i cant say about standard but in wild its great against control decks and not so bad against aggro
Was literally the last card in my deck…
Shudderfail 😉
Still won against Spiteful Druid lol.
well it an extremely broken card so it shouldn’t be surprised you’re winning games vs a druid, lol.
**update*
80 battles. Won 5.
Amazing how they say disguised toast went 90% win rate to legend with this….
riiigghhhttttt
I must suck at this game.
disguised toast plays this deck and gets to legend with a 90 percent win rate…
I pay exact deck with exact strats and win 3 out of 40
The main problem I have with Shudderwock is that a turn takes WAYYYYY too long. Fix this. Fast. It’s rather unfair when your opponent’s turn takes way more minutes than should be allowed, because they are casting Shudderwock 10 times. It’s also not fair to say once they cast Shudderwock you should concede, because you can still win if you can manage 30 damage in one turn, which some decks can do (ie Hunter Giant). I really don’t want to waste an hour of my life on one game though waiting to see if I pull that off or not. Let me quickly find out. I’m ok with quickly losing. Often you have a match up that does that too you. An hour on a game (win or lose) is stupid.
No need to nerf it as it loses too often. Just speed up and/or shorten the time for the animations of Shudderwock.
Kripperrian made a beter version today, using Kobold Apprentice and Fungal Enchanter instead of Lifedrinker.
krippa*rrian 🙂
This deck relies sooooooooooooo heavily on luck. If grumble comes up anything past round 20 then forget it, completely useless. Not good. Not good at all.
Love the idea.of this deck, doubt it will be nerfed as it relies heavily on luck of the draw, win rate sucks if you’re not lucky enough. Bht overall love the feeling of dropping murm’ ele’ then shudderwock, up there with when you successfully pull off quest mage (and fireball the living sh!t out of everything, including yourself a couple times.just to be a d!ck about it)
I know it says no replacement for Shudderwack but I really need one pls.i am f2p and don’t have dust for it. I just crafted the rest if the deck and I don’t have any left for Shudderwack pls help
You just learned a tough lesson: when you start crafting a deck, you start with its key pieces, with the irreplaceable cards. This deck’s win condition is Shudderwock. You really need him. So if you can’t craft him now, opt for a different deck. Many of the cards here would be interesting in a Shaman Elemental Deck. Check the budget option in this site.
If they nerf any cards, you can dust them for a full dust refund.
And he didn’t craft Shudderwock, the only card which would probably be hit with nerfs, if Blizzard nerfs this deck…
this deck cannot be played withoout shudderwock.
I know this is a very hot deck and all, but is it worth it to craft Grumble and the Far Sights for this, spending 2400 dust, total? If they nerf it this week and I end up crafting it, I am going to be sad!
i have to questions about murmuring elemental.
first. if you play murmuring elemental , then murmuring elemental , and then another card , that last card battlecry trigger 2 or 4 times?
second , if you play murmuring elemental , then play a card whit battlecry , so it resolves twice , sudderwork do that battle two times or one?
It will only trigger the last card’s battlecry twice as it says on the card because it only wants the battlecry to be performed twice. 2 Murmurming elemental effects is just repetitive.
Shudderwock will do that battlecry two times as it was performed twice.
Murming’s battlecry is “The next battlecry triggers twice”, not “The next battlecry repeats.” Telling someone two times to do something twice doesn’t make them do it four times.
I think a Novice Invenventor substitution for card draw might be a mistake, only because battlecry card draw can kill late game when you’re finishing out the combo (both filling up your hand enough so you don’t get your cards back off the board, and drawing into fatigue; the second being less important). I often find myself needing to work to keep my hand at 9 cards while digging for lifedrinker when I already started the combo out of necessity. Just a thought. Great guide!
If I wanted to throw in a second lightning storm to help with the large quantity of aggro, what would you suggest taking out?
I thought this might be broken, but playing it and against I don’t think so, it’s about as op as cubelock was last go around with dropping a bunch of 5/7 charge demons on the board being good game. They never nerfed cubelock and although people are complaining about shudderwock I don’t think they will nerf this either. The reason being is this “For a combo to work, you need to have already played at least a single Saronite Chain Gang, at least a single Lifedrinker and Grumble, Worldshaker. Then, the second step is reducing the cost of Murmuring Elemental to 1. It’s a very important step, you NEED to keep that 1 mana copy and not play it until you drop it before Shudderwock. It’s important, because if you drop Shudderwock by himself, the combo might whiff – if Grumble procs before Saronite Chain Gang, you don’t get extra copies into your hand and your combo failed.” Just dropping shudderwock I have seen it not proc without the murmuring element played as well so for this combo to work off you have to put a lot of effort into it if your opponent can’t kill you in the twenty or so turns to pull this off they need to rethink their deck.
here’s how I think the battlecry shaman will be nerfed in these ways( personally I think the deck is too slow and the shaman dies before the combo is complete, thus there is no need for a nerf)
1. shudderwock will receive an overload
2. shudderwock will not be able to be put back into the hand of the user
3.grumbe will be nerfed (maybe he make’s the minions that are returned to the hand cost 3?)
that is how I think blizzard will deal with shudderwock.
I think the easiest nerf would be to make it cost 10. You would need coin or draw it with Far Seek to do the combo. It would also nerf Spiteful Summoner, though.
You could also reduse the cost of Murmering Elemental to 0, but that also requires much more.
1. I think overload isn’t a bad idea for shudderwock but it really doesn’t stop the 2nd combo since the card is reduced to 1.
2. There is no way they can put that on the card without it being blatantly obvious they want to kill the shudder combo.
3. Grumble was determined “worthy of dusting” when it came out. Now that people have an actual combo to use its battlecry for, you think it should be nerfed? I really don’t think Grumble is the issue here.
I crafted shudderwock knowing that it was a good investment. Either because it would stay a staple of a new shaman meta deck or be nerfed and get the full refund from dusting. If any card should be nerfed in this deck, it would definitely be shudderwock.
Definitely not. Did grumble see any play before Shudderwock? No. Why would they nerf an awful card that relies heavily on luck of drawing and setting up a slightly extensive combo. Shudderwock should not get nerfed either, it’s not a good deck at all, and it’s the best deck shaman has. That’s sad. If they make any change to it, it will just be speeding up some of the animations possibly, as that can get annoying.
Would you tech in a lone champion to have the chance of your shudderwock becoming taunt with divine if the lone champion battery comes after the grumble?
99.9% chance Shudderwock is last card in deck. Relies too much on RNG luck of draw. If you ‘t don’t get Shudderwock early enough then you are basically just doing board clears with no way to do damage and eventually get owned.
So true
3.33% chance that Shudderwock is the last card in your deck, actually.
I know that you’re exaggerating, but it’s just not true. Same could be said about any combo deck – if one of the combo pieces is the last card in your deck, too bad, you probably lose. E.g. if Shadowreaper Anduin was the last card in your Highlander Priest deck, yeah, you most likely didn’t win that game. But it doesn’t happen often.
Crafted this deck for lulz last night – and the first time I used it, guess what the last card in the deck was…
#neverlucky
(still won as I was playing against Lady in White Priest – which is slow enough to survive against)
I feel like the tone of this guide is missing something important. More than once, there’s this phrasing of “Don’t worry about playing your combo pieces before Shudderwock, it’s a /different style of combo deck/”.
That’s missing the tone completely, so if you read the guide and still have some questions, let’s put it this way.
PLAY THE BATTLECRY CARDS TO FUEL SUDDERWOCK AS FAST AS HUMANLY POSSIBLE. The only card you need to play in the same time as shudderwork is murmering elemental. Everything else is done BEFORE. Playing saronite is not combo fuel; it’s key, but it should be done asap. Same for the rest.
I think you’ve misunderstood something. I have said that you don’t need to play combo pieces ON THE SAME TURN as Shudderwock, not that you don’t need to play them before him at all…
I’ve explained how the combo works two times – in the Introduction and the Strategy part. Both times I’ve said what you need to play before you can drop Shudderwock.
If there was a point at which I’ve said that you don’t have to worry about playing cards like Saronite Chain Gang or Lifedrinker before Shudderwock, quote that part and I’ll change that…
P.S. I disagree with playing Battlecry cards as fast as possible. All you need to do is to play all of them before Shudderwock. There is no point in dropping that Lifedrinker on Turn 4 if you have a better play for that turn. Dropping them as fast as you can will often just lose you the game, because you were making poor plays. You need to plan ahead. E.g. if your opponent is starting to build the board, you might want to play a Doomsayer even if you have a Battlecry combo piece in your hand. The only “clunky” Battlecry card that I’d say you want to drop as fast as possible (unless you play against a slow deck) is Grumble – at 6 mana and without life gain / Taunt, it’s pretty slow. Both Saronite Chain Gang and Lifedrinker can really wait, you can even drop both of them a turn before Shudderwock if you didn’t have a good opportunity before and it will still be fine.
Even this deck is old build, I have to say it is still the most stable, control to win deck after testing this one and many relative new elemental Shudderwock builds.
The biggest issue I found among most new/alternative Shudderwock decks is that they are too much relying on card playing order and lacking card drawing measures. (I.E. Exploting Shudderwock+Chain Gang+Stone Shader to create a taunt wall on board sounds like brilliant idea, however in Rank game it failed a lot since you have to play Chain Gang before the Stone shader otherwise the mechanic won’t work at all.)
Thank you for sharing this good build! It is hard to say that this is perfect build while I feel any alteration for this build only cause weakening its stability.