Battlecry Dragon Shaman
- Shudderwock Shaman
- Wild
- Ranked
Midrange dragon shaman with heavy battlecry synergy. Few spells are run, because there exist battlecries to fill almost any role a spell could.
A lackey package is pretty much oglibatory since it's the easiest way to swiftly complete the quest, while also providing you with decently strong playes in your first few turns, especially if you have Weaponized Wasp.
Sandstorm Elemental is a fantastic card in general, being reminiscent of [Hearthstone Card (Maelstorm Portal) Not Found], but even more so in a deck like this; it provides AoE with battlecry synergy and basically no downside.
Once the quest is complete, you can generate tonnes of value with the various battlecry Discover/Add to Hand effects. For this reason I don't think we need to run Archivist Elysiana or Hagatha the Witch, which are seen in RoS versions of this deck.
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- 1 Corrupt the Waters x 1
- 1 Sludge Slurper x 2
- 2 EVIL Totem x 1
- 2 Sandstorm Elemental x 2
- 3 Hex x 1
- 3 Weaponized Wasp x 2
- 7 Swampqueen Hagatha x 1
- 9 Shudderwock x 1
- 2 EVIL Cable Rat x 2
- 2 Firetree Witchdoctor x 2
- 2 Questing Explorer x 2
- 3 Brightwing x 1
- 3 Nightmare Amalgam x 2
- 4 Lifedrinker x 2
- 4 Scaleworm x 1
- 4 Twilight Drake x 2
- 5 Barista Lynchen x 1
- 5 Zilliax x 1
- 7 Crowd Roaster x 2
- 7 Siamat x 1
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Comments
I played something similar not long after Witchwood came out. Have you tried Wyrmguards? Sticking taunt on your Shudderwock can be useful.
I'd put in Giggling Inventor before Wyrmguard, that tends to be more consistent and harder for the opponent to get through. But I agree it's often useful to have some defensive battlecries that work with Shudderwock.
Edit: Siamat now fills this role, albeit inconsistently, and is an excellent card in his own right.
I'd swap the Walking Fountains for two Lifedrinkers - fits the deck better and still heals for (post-quest) 6 HP swing. But definitely looks interesting!
Fountains are much better at helping you fight for the board, while also usually healing more for the card slot. The burn damage from lifedrinker only becomes useful if you have sufficiently aggressive early game to get the opponent low, or with a critical mass of burn in the deck, both of which the current version lacks. For these reasons, I think walking fountains are superior in this deck, but Lifedrinker could definitely have a place in a more aggressive or burn focused battlecry shaman!
That may be, but the Lifedrinkers come down four turns earlier, help complete the quest, pressure the opponent and synergize with Shudderwock. I'd definitely swap them.
Alright, you've convinced me that Lifedrinkers should be in the deck.