Battlecry Shudderwock Combo Shaman Deck List Guide – The Witchwood – April 2018

Class: Shaman - Format: Raven - Type: Combo - Style: Meta Deck - Meta Deck: Battlecry Shaman

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Deck Import

Our Shudderwock Combo Shaman deck list guide for The Witchwood expansion features one of the top lists for this archetype. This Shudderwock Combo Shaman guide includes Mulligan Strategy, Gameplay Tips, Card Substitutions, and Combos/Synergies!

Introduction to Battlecry Shudderwock Combo Shaman

Shudderwock Shaman is by far the most controversial deck from The Witchwood so far. While lots of people comment that it’s too powerful (I don’t really agree with that part), it’s true that the Shudderwock himself tends to be broken. With enough Battlecries, and if you replay him a few times, the combo can last for at least a few minutes. I really hope this part of the card will be fixed, because otherwise it’s really fun to play with.

Blizzard is already looking into the card – it’s hard to say whether they will undertake any actions, but if you want to play the deck, you should do it quickly, because they might decide to do something with it!

Oh, and before I proceed to the guide, let me quickly explain how the combo works. Since Shudderwock replays every Battlecry you’ve played, dropping Murmuring ElementalShudderwock on Turn 10 after you’ve already played Saronite Chain GangLifedrinker and Grumble, Worldshaker means that you get AT LEAST a single (but probably even more) 1 mana Shudderwock in your hand (as well as another 1 or 0 mana Murmuring Elemental) after it copies itself with Chain Gang’s Battlecry and then bounces the copies back with Grumble’s Battlecry. Then you again drop those two next turn, but now you have 8 more mana to work with – once Grumble bounces them back again, you can drop more and more. While you’re doing it, Lifedrinker’s Battlecry is constantly proccing, dealing 3 damage to your opponent and healing you for 3.

Shudderwock Combo Shaman Mulligan Guide and Strategy

VS Fast Decks

Higher Priority (Keep every time)

  • Doomsayer – Great stall tool, Aggro decks rarely have a way to deal with it on the curve, so when you drop it on Turn 2 it should not only clear whatever they’ve already played, but also force them to skip their next turn.
  • Loot Hoarder – Not necessarily amazing against Aggro, but it gives you something to drop on Turn 2 – you can trade with it and cycle through your deck to find the right tools.
  • Lightning Storm – Aggro decks tend to flood the board in the early game, if you don’t keep the Storm, they will run over you.
  • Tar Creeper – Anti-Aggro 3-drop, should save you some health and trade into a minion or two.

Lower Priority (Keep only if certain conditions are met)

  • Healing Rain – Against Hunter. While it’s not a great way to fight for the board, you NEED this card to win the matchup, so you prefer to keep it (otherwise you might not draw it in time).
  • Saronite Chain Gang – Technically a part of your combo, but against Aggro you play it for the 2/3 Taunts. Similarly to Tar Creeper, they can get some on-board trades and save you some life.

VS Slow Decks

Higher Priority (Keep every time)

  • Doomsayer – While it might seem weird to keep it against slower decks, it’s still good. It will let you stall an extra turn, and if you set it up on Turn 2, you can follow-up with a Mana Tide on the empty board and hope that it will draw more than one.
  • Loot HoarderBloodmage Thalnos – Card draw – you want to cycle through your deck as quickly as possible.
  • Mana Tide Totem – At the very least, it cycles itself. If your opponent has no answer and you hide it behind the Taunts, it might even stay on the board for a few turns and cycle a lot.

Lower Priority (Keep only if certain conditions are met)

  • Hex – In certain matchups, like Cube Warlock. Them dropping a Giant on T4 or a big Demon on T5/T6 can lose you the game if you have no way to answer it.
  • Saronite Chain Gang – Since it’s a combo piece, you need to play it anyway, so why not do that on Turn 4? It creates some board presence and can be used to protect your Mana Tide too. Keep it if you already have some early game plays, especially Mana Tide.

Shudderwock Combo Shaman General Playstyle and Strategy

Vs Aggro

When you play against Aggro, you want to stall the game as long as possible while trying to survive. One of the advantages of Shudderwock combo deck is that most of your combo pieces can be played BEFORE the actual combo turn. And so, for example, you can drop that Saronite Chain Gang on Turn 4 without worrying that it will ruin your combo.

I’d say that the most important consideration against Aggro is – do you need your combo at all? And I have to say that it heavily depends on the matchup. When you play against a deck like Odd Face Hunter, which is hyper Aggro, if you survive you win. You drop some 2/3 Taunts, 3/3’s etc. on the board and as long as they don’t kill you with Hero Power and burn damage, you should be able to deal enough chip damage to win. Shudderwock is not important – in fact, most of the games end before you can even drop him.

On the other hand, when you play against an Aggro deck like Odd Aggro Paladin, they can have steam for DAYS. It’s not like they run out of cards after 4-5 turns and just dealing with it is enough. You won’t have enough removals to handle all of the pressure they have. It doesn’t mean that the matchup is unwinnable – no. It just means that you need to think about your combo instead of just ignoring it.

Use your board clears smartly. Doomsayer is great way to stall. Try to not drop it on the empty board (unless you want to set up your next turn somehow), but playing it even against a board with e.g. 2x 1/1 is good enough. Besides Doomsayers, you run one Lightning Storm and two Volcanoes – try to be a bit greedy with those. Sometimes you prefer to take one more turn of face damage and set up a better Volcano, then to play Volcano and then have no way to clear future boards.

In faster matchups, you need to play a good mix of defensive tools and cycle. After all, you need that Shudderwock, so you need to set it up.

Talking about the Shudderwock, you don’t need a FULL combo to drop against Aggro. For example, if you haven’t played Grumble yet, but you’ve played 2x Saronite Chain Gang and a bunch of other stuff, it’s still good. You will get a bunch of 6/6’s on the board and your Aggro opponent will have no way to clear that. Mind you that it only works against decks that can’t reliably clear or neutralize your entire board – e.g. when playing against Even Paladin, they might be holding Equality clear, and in that case you need to have a full combo.

Vs Control

Control matchups are easier, and unlike Aggro, where you MIGHT win some games by simply surviving, against Control you have one and only one win condition – Shudderwock combo. Which means that you need to set it up and play it as quickly as possible.

Defensive tools aren’t that important in those matchups – it’s unlikely that your opponent will be able to put lots of pressure on you in the early game. That’s why you want to mulligan for and play as much cycle as quickly as possible. By Turn 10, you want to dig through most of your deck and have the combo prepared. 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.

There are two ways to discount the Murmuring Elemental. First one is simple – you drop Fire Plume Harbinger while you have Murmuring in your hand. Second one is a bit more expensive – you need to drop Murmuring, then Grumble it on the same turn (it costs 8 mana). You need to do either of those before you get your full combo ready.

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.

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 a good idea, but I wouldn’t do it here unless you’re also holding a second one.

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 Chain Gang, Lifedrinker and Sandbinder – you can replay them for just 1 mana and get their Battlecry again. 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 runs a bunch of Epics and Legendaries – some of them necessary and some not. I’ll go through all of them, explain their role in the deck and offer a replacement – if possible.

  • Doomsayer – Very good stall tool, most useful versus Aggro, but you can often utilize it in slower matchups too. The card is not necessary, as its not a part of the combo, but it greatly increases the chance of surviving until the combo. And it’s one of the best Epics in the entire game, being played in multiple decks in the past few metas, so if you don’t have it, I would just recommend crafting it. But if you don’t have it and don’t want to craft it, play another Lightning Storm and have one tech slot free, where you can put e.g. weapon destruction (Acidic Swamp Ooze or Gluttonous Ooze)
  • Far Sight – Solid cycle tool. It’s biggest potential is the fact that you can play some more expensive minions earlier than you should. E.g. if you get a Primordial Drake vs Aggro, playing it on Turn 5 can be game-winning. Also, if you hit Shudderwock, your entire combo is going to get much easier. However, the card is not necessary – play another card draw instead, e.g. Acolyte of PainWitchwood Piper or Gnomish Inventor.
  • Sandbinder – Not necessary. The fact that it draws an Elemental makes your combo a bit easier to complete (e.g. you can target Murmuring Elemental or Grumble, Worldshaker if you need one of them to finish the combo. Play another cycle card instead – the ones I’ve listed above (when talking about Far Sight) are fine.
  • Primordial Drake – Not necessary, but makes your Aggro matchup a bit better. Can be replaced by Lightning Storm.
  • Bloodmage Thalnos – It’s mostly a cycle card – while it makes your Lightning Storm a bit better, that about it. Replace it with any other cycle card listed above.
  • Grumble, Worldshaker – It’s a part of your combo, you can’t replace it with anything else.
  • Shudderwock – The deck’s named “Shudderwock Shaman” for a reason.


A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over four years of playing and three years of writing about the game, he has achieved infinite Arena and multiple top 100 Legend climbs.

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Discuss This Deck
  1. MagicRush
    April 19, 2018 at 10:46 am

    No need to nerf it as it loses too often. Just speed up and/or shorten the time for the animations of Shudderwock.

  2. Vincent
    April 17, 2018 at 2:59 pm

    Kripperrian made a beter version today, using Kobold Apprentice and Fungal Enchanter instead of Lifedrinker.

    • nomak
      April 18, 2018 at 1:17 am

      krippa*rrian 🙂

  3. Garret Lee
    April 17, 2018 at 2:29 am

    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.

  4. Josh
    April 16, 2018 at 6:37 am

    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)

  5. XxSniperxKillaxX3001
    April 16, 2018 at 6:04 am

    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

    • GlosuuLang
      April 16, 2018 at 6:13 am

      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.

      • NightKnight
        April 16, 2018 at 7:21 am

        If they nerf any cards, you can dust them for a full dust refund.

        • GlosuuLang
          April 16, 2018 at 7:30 am

          And he didn’t craft Shudderwock, the only card which would probably be hit with nerfs, if Blizzard nerfs this deck…

    • Squirrel
      April 16, 2018 at 10:03 am

      this deck cannot be played withoout shudderwock.

  6. Nuntius
    April 15, 2018 at 10:17 am

    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!

  7. danistor
    April 15, 2018 at 8:12 am

    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?

    • Buzz
      April 15, 2018 at 9:27 am

      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.

    • Wrpen
      April 17, 2018 at 5:54 am

      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.

  8. asdwert
    April 15, 2018 at 7:53 am

    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!

  9. Baboshi
    April 15, 2018 at 7:51 am

    If I wanted to throw in a second lightning storm to help with the large quantity of aggro, what would you suggest taking out?

  10. Paul
    April 14, 2018 at 6:13 pm

    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.

  11. starr
    April 14, 2018 at 5:53 pm

    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.

    • Vinnie
      April 15, 2018 at 5:52 am

      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.

      • Vinnie
        April 15, 2018 at 5:56 am

        You could also reduse the cost of Murmering Elemental to 0, but that also requires much more.

    • DukeStarswisher
      April 17, 2018 at 7:30 am

      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.

    • Isaac
      April 17, 2018 at 7:43 am

      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.

  12. zhengo
    April 14, 2018 at 5:50 pm

    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?

  13. Mortollo
    April 14, 2018 at 1:12 pm

    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.

    • Sudderwock
      April 14, 2018 at 3:13 pm

      So true

    • Stonekeep - Author
      April 14, 2018 at 3:15 pm

      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.

      • CD001
        April 14, 2018 at 11:17 pm

        Crafted this deck for lulz last night – and the first time I used it, guess what the last card in the deck was…


        (still won as I was playing against Lady in White Priest – which is slow enough to survive against)

  14. Paige
    April 14, 2018 at 11:07 am

    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.

    • Stonekeep - Author
      April 14, 2018 at 3:13 pm

      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.


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