Hearthstone [WILD] Degenerate Mill-Bomb-Freeze-Steal Shudderwock By: bluenpc


I’m hardly a celebrity by any measure, but my 12 karma and 4 comments on r/hearthstone has spurred me to share some of my thoughts when crafting the most degenerate deck I could.

I understand that meme decks are not usually encouraged here, but I believe there is something to be said with pulling off clutch plays and learning to work with what we have, to make a deck work. Nevertheless, do feel free to remove this if it isn’t appropriate (although I humbly ask to point me where you think this might be more suited).

I’ll also preface this by saying that I play exclusively on mobile, so I have no stats. As with all advice you receive here (and in real life), do take everything mentioned with a grain of salt.


### Shudder at my wock

# Class: Shaman

# Format: Wild


# 1x (1) Corrupt the Waters

# 1x (1) Devolving Missiles

# 1x (1) Glacial Shard

# 1x (1) Tour Guide

# 1x (2) Ancestral Knowledge

# 1x (2) Bloodmage Thalnos

# 1x (2) Devolve

# 1x (2) Dirty Rat

# 1x (2) Elementary Reaction

# 1x (2) Maelstrom Portal

# 1x (2) Sandstorm Elemental

# 1x (2) Zephrys the Great

# 1x (3) Acolyte of Pain

# 1x (3) Coldlight Oracle

# 1x (3) Electra Stormsurge

# 1x (3) Far Sight

# 1x (3) Mana Tide Totem

# 1x (3) Mind Control Tech

# 1x (4) Hecklebot

# 1x (4) Rumbling Elemental

# 1x (4) Sandbinder

# 1x (4) Storm Chaser

# 1x (5) Doppelgangster

# 1x (5) Hagatha’s Scheme

# 1x (5) Seaforium Bomber

# 1x (5) Volcano

# 1x (6) Grumble, Worldshaker

# 1x (6) Reno Jackson

# 1x (7) Siamat

# 1x (9) Shudderwock




# To use this deck, copy it to your clipboard and create a new deck in Hearthstone


Here’s how the degenerate cycle works:

  1. Shuffle bombs into your opponent’s deck with Seaforium Bomber

  2. Force them to draw bombs using Coldlight Oracle

  3. Play Dirty Rat to open up hand space to “cast” the bombs

  4. Use Mind Control Tech to steal minions you force onto the board

  5. Add on Hecklebot to mill/mind control even faster

  6. Freeze the minions you can’t steal

  7. And return to full health every cycle with Reno

On average, you should be able to deal around 20+ damage to your opponent every time you execute a cycle of 2x Shudderwocks. Even if this does not kill them, their hand, deck, and board states are often so wrangled up that they have no counterplay left and you can torment them to defeat on your next turn.


And hence, our game plan is to survive to about turn 12 (on average), when all of our battlecries are set up and ready to ‘Wock.

As with most Shudderwock decks, the beauty lies in being able to load up the essential battlecries for Shuddewock at all points in the game, hence not needing to hold on to any cards longer than you need. Here’s what you need to do, at a minimum:

  1. Play your Quest, Heart of Vir’naal

  2. Play Dopplegangster for its cloning effect

  3. Play Grumble for its bounce effect

  4. Play Seaforium Bomber to shuffle in a bomb

  5. Play Tour Guide so that your next Heart of Vir’naal costs (0) — allowing you to play a Shudderwock at (9) mana, and letting it bounce a copy back at (1) mana for use on the same turn.

The other battlecries aren’t as essential to the combo, but can help greatly in your degenerate chains.


Theoretically, this deck could be piloted to legend. But I have not done so simply because it’s not optimal. I’m at the stage where I play casually, and I’m more often in it just to execute the cycle. That said, I am able to achieve a rough 50% winrate in around Wild Gold and Platinum.

Therefore, I won’t be going through specific matchups, but thoughts to run through when using the deck.

1. You do not need to get the most out of every battlecry.

Playing an Electra Stormsurge with no spell to follow-up is fine, as is playing a Mind Control Tech with no minions to steal. Remember, the goal is to load up as many battlecries as you can till about turn 12, and if a 3-mana 3/3 can help stablise the board till then, it’s as good a resource as any.

2. Not even Reno.

You’ll have to practice your judgement here. Is your opponent running a burn deck? Would you need to clutch heal more than 10 health in the near future? If no, drop Reno. While everyone loves an amazing clutch 25+ heal from the brink, we often forget that if an opponent fireballs your Reno, he basically saved you 6 health, which is as good as healing 6. A 6 mana 4/6 isn’t as good as a lot of things, but it’s still a decent body that most opponents will instinctively try to answer.

3. Doppelgangster without evolve?

As we’re playing a highlander deck, you will rarely find yourself with at least (6) mana to play your Doppelgangsters and then evolve them. Remember, the goal of the deck is to cast your battlecries, and then survive till you can play Shudderwock. You could try slotting in some of the various ways to evolve if you can’t sit with this, but I’ve found success in just seeing Doppelgangster as a 5 mana 6/6.

4. You do not need to always trigger Elementary Reaction.

This was added into the deck at a late time, when I figured it could use more draw. However, many good draws like Azure Drake are out of the question as we run the risk of milling ourselves to death. Since a third of the deck is Elementals, I thought it could work and it did. However, again — remember the game plan — we need to only play our battlecries once and then let Shudder do the wocking. You don’t need an extra copy of anything, so feel free to play this on turn two after quest.

5. The worst part of this deck is bricking.

Because you’ll need to play Seaforium Bomber, Doppelgangster, and Grumble, you will find your hand pretty clunky a lot of the time. Sometimes, you’ll just have to drop them even if you have a better counterplay. Activate their battlecries sooner rather than later. A 6 mana 7/7 is still a big body your opponent usually wants to answer. When you’re pushed into a clutch Shudderwock, you have more to work with.

6. Coin + Acolyte of Pain/Mana Tide Totem is ok.

The game plan. Draw your deck. Play essential battlecries. Shudderwock.

7. Storm Chaser is a silent MVP.

This deck doesn’t have too much in the name of control. Many times you’ll find yourself allowing your opponent to build up a board, and the best answer is usually Hagatha’s Scheme. However, you’ll want it in your hand as early as possible and Storm Chaser helps you tutor.

8. You didn’t include XXX!

Yes, I didn’t. In fact, I didn’t need Seaforium Bomber. Or Coldlight. Why didn’t I go with Lifedrinker when this is much more convoluted? I saw value in bombing my opponent to death, and that spurred me to work with my constraints and see cards for more than battlecries. Feel free to add whatever you think works. I’ve tried the following to some degrees of success:

– Sandbinder as a Grumble Tutor

– Murmuring Elemental in place of Heart of Vir’naal, but it isn’t as consistent

– Antique Healbot to avoid Reno/highlander, but a 5 mana 3/3 is worse than a 6 mana 4/6

– Evolve, Unstable Evolution, Explosive Evolution: nice, but unpredictable

– Taurissan seems good on paper, but sometimes you just don’t hit discounts on the right cards

– Swampqueen Hagatha, but that felt like an additional brick most of the time

That’s it. This is by no means a competitive deck, but it definitely can teach you many things. Have more degenerate ideas? Hit me up.

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