Corrupt the Waters Shudderwock Shaman

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This version of Shudderwock Shaman is very much a toolbox deck. It's built with specific answers to multiple strategies and decks, with controlling aspects to beat aggro decks and combo-control hybrid decks like Big Priest, and a strong inevitability to deal with control decks. In other words, it's an MG42 with a silver bullet ever 4 rounds: it might be less efficient 1/4th of the time, but in case there's any werewolves on the other end of that barrel, they'll be dead, too.

For those unclear on how Shudderwock combo works, it goes like this:

1. (Optional) Play Lifedrinker
2. Play Doppelgangster and Grumble, Worldshaker in any order, preferably playing multiple Doppelgangsters
3. (Optional) Play Lifedrinker
4. Play Shudderwock
5. (Optional) Play Lifedrinker
6. Play additional Shudderwocks until your opponent dies

So, that might be a little confusing. Basically, you're going to establish a loop with Shudderwock in which when Shudderwock is played, the Doppelgangster battlecry(s) will trigger, followed AFTERWARDS by Grumble's battlecry trigger. To maximize the possibility of this procing in this way, you'll want to play multiple Doppelgangsters, and the best way to do this is Zola the Gorgon, who both gets you an additional Doppelgangster to play, but a Zola the Gorgon battlecry trigger once you play Shudderwock, which increases the odds (though very slightly) that you'll end up with a Shudderwock in hand off of Shudderwock's battlecries. Eventually, you should hopefully establish the loop, which is formed when you have two copies of Shudderwock in your hand that you can cast in the same turn (one can cost 9 as long as the other costs 1).

Lifedrinker is how you typically win with this loop. You can play Lifedrinker at any point in time in the game, but you pretty much have to play it at some point to win the game--hence, the weird optional steps. While Lifedrinker provides the inevitability, the deck functions the most through its toolbox battlecries. These include:

1. Glacial Shard - A tool against aggro decks, Quest Mage, Big Priest, and anything that hits big
2. Antique Healbot - A tool against aggro and midrange decks
3. Eater of Secrets - A tool against any secret decks (or just any random secrets added, which happens a lot); crucial against Ice Block
4. Loatheb - A tool against Quest Mage, Big Priest, Jade Druid, and control decks

Additionally, the deck plays multiple controlling cards, like Lightning Storm and Hex, that force you into the role of the control deck against anything that isn't actually hard control.

The addition of Corrupt the Waters is a unique tool. It lets you do things like half-Reno with Antique Healbot, greatly drop the cost of Elementals with Fire Plume Harbingers, get double copies of Zola the Gorgon targets, create Lifelink Fireballs with Lifedrinker, lock out certain decks entirely for a turn with Loatheb, and draw deeper with some of your cards. And that brings us to a specific inclusion. Some of you may have asked, "Why Questing Explorer over Novice Engineer?" It's simple. +1/+2 for the same cost is really significant against minion-based decks. After you complete the quest, your need for drawing cards is less anyway, and you don't want to draw excessive cards off your finale Shudderwock turn if you're already hitting fatigue (the deck is typically quicker than that, but it is a slow combo deck, and Shudderwock could just be the last card in your deck--unlike Grumble from Sandbinder, it's non-tutorable). Though, I guess Heart of Vir'naal essentially guarantees a lethal every time either way. Oh yeah, I forgot to mention that. If you can save The Coin, you're guaranteed for the loop to initiate from the first Shudderwock by doubling it's battlecry, because even if the Grumble trigger happens before the Doppelgangster trigger, the second Shudderwock battlecry's Grumble trigger will end up bringing back the copies regardless. It might seem like that'd rarely ever be relevant, it's a play you simply can't do with Brann Bronzebeard, and overall Heart of Vir'naal is always better than Shaman's Totem hero power.

Disclaimer: A great upside of the deck is just how changeable it is; it's a toolbox deck. You can easily sub out cards for others in order to adjust to your meta/against the decks you end up regularly playing against. This build is just a skeleton with recommended tech options.

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