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Yogg Take the Wheel of Misfortune

  • Last updated Jan 18, 2021 (Darkmoon Aggro Changes)
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Wild

  • 3 Minions
  • 25 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Control DH
  • Crafting Cost: 4600
  • Dust Needed: Loading Collection
  • Created: 1/18/2021 (Darkmoon Aggro Changes)
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  • Akird
  • Registered User
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  • Battle Tag:

    Akird#1197

  • Region:

    US

  • Total Deck Rating

    13

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Hello, everyone! After a couple of matches (21 to be exactly) I was able to complete both "Yogg Take the Wheel" and "Wheel of Misfortune" achievements. I know most of you already have it or don't own Yogg-Saron, Master of Fate yet, but for those who are interested here's the Wild deck I used for it. Well, this is almost a Standard one, with Brann Bronzebeard being the only Wild card in the deck.


The whole point of the deck is to try to double Yogg-Saron, Master of Fate's Battlecry using a 0 cost Brann Bronzebeard (or a discounted Yogg) discounted by Skull of Gul'dan so we have more chances of rolling Rod of Roasting while progressing through the Wheel of Misfortune achievement. If we roll Rod of Roasting, we ensure victory by playing Blur before the Brann+Yogg combo. Of course, if things go wrong you always can play Yogg without Brann or Blur and hope, but that's the most consistent way I could find to get the achievement done.


Try to play in lower ranks so you don't face that many agressive decks, even though the deck has good tools to survive until turn 10 (or even turn 7 if you're luck enough to discount both Brann Bronzebeard and Yogg-Saron, Master of Fate with a turn-6 Skull of Gul'dan). Until turn 10 you'll play a control game while also cycling through your deck. The deck is filled with cheap spells so Yogg's Battlecry will be active 100% of the time by turn 10. Also, you'll need to manage your handspace well. Sometimes you'll play some cards just so you'll have handspace for your Skull of Gul'dan turn.

Key-cards:

Lorekeeper Polkelt: once you play him, your top decks will go as follows if you didn't draw the cards yet: Yogg-Saron, Master of Fate, 2x Skull of Gul'dan, and then your 3 mana cards Brann Bronzebeard, 2x Aldrachi Warblades and 2x Blade Dance. Also, Blur will go to the end of the deck so you need to have one copy in your hand for immunity to Rod of Roasting in your Yogg's turn. You also need to ensure the Brann's discount, so prior to play Polkelt you can try to draw your first copy of Skull of Gul'dan and ensure that your deck contains only three of your five 3 mana cards. That way, when you cast the top-deck Skull of Gul'dan, Brann will be discounted to 0 mana.

Skull of Gul'dan: although it's wierd to have 2 copies of it in this deck because it kind of hurts our Polkelt's sinergy, Skull is just too good to pass. It's by far the best cycling tool we have, helping us to reach Blur when it's the last card of the deck. Also sometimes you draw your Brann Bronzebeard and may try to discount Yogg-Saron, Master of Fate, so two copies of Skull will make it more doable.

Felscream Blast, Throw Glaive, Twin Slice, Immolation Aura, Chaos Strike, Aldrachi Warblades and Blade Dance: our control package can keep us alive until our Yogg's turn without issues. Of course, our opponents can highroll and our draws be awful, but in general this package do the job. Chaos Strike of course also counts as a cycle tool.  Also, if you can cast a lot of Glaives it will be fun if Yogg casts Mysterybox .

Spectral Sight, Consume Magic, Chaos Strike and Double Jump: alongside Skull of Gul'dan, these cards make it easy to draw through your whole deck if Blur is your last card due to Polkelt being played.

You can cast Double Jump in turn 7, it will always draw another cycling card and if it's Skull of Gul'dan you can cast it immediately. Of course, you need to manage your hand well so you don't overdraw. Additionaly, cast Consume Magic on the enemy minion before removing it if you want to draw more or cast it without it's Outcast effect if you want to manage handspace.

Mulligan:

Well, I would say mulligan for your early cycling tools such as Chaos Strike and Spectral Sight if you can Outcast it early. You also might consider keeping control tools like Twin Slice, Immolation Aura and Aldrachi Warblades against aggro. You can keep Skull of Gul'dan if it's the far left card (or you can make it be before turn 6) and you're in a slow matchup.

Now you have Blur, a 0 cost Brann Bronzebeard and Yogg-Saron, Master of Fate? Play the combo and pray to Yogg!