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Fel Spell Yogg Pog - Scythe Fel DH

  • Last updated Dec 22, 2022 (March of the Lich King)
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Wild

  • 3 Minions
  • 23 Spells
  • 3 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Fel Demon Hunter
  • Crafting Cost: 9840
  • Dust Needed: Loading Collection
  • Created: 12/23/2022 (March of the Lich King)
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  • Total Deck Rating

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Here's an interesting deck I've been climbing ladder with efficiently, reaching ~70% winrate between Plat 10 - Diamond 4. Personally, I think it's very fun: you usually need to find creative solutions since it's a very unconventional deck containing only spells, so I've thought it's been kind of unique. On top of this, I'm fairly sure this works very well with the current meta after the recently patched/nerfed Wild combo decks; I am not a brilliant player and I've done my fair share of significant misplays, but I've still ended up around 70% WR. I'll admit that there are fairly few Wild cards in the deck, but what don't we do for our dear Yogg-Saron. also twin strike is so flexible and works wonders with S'theno but mostly its Yogg-Saron if im being totally honest

The deck orients a lot around its cycle-spells like Sigil of Alacrity, Mark of Scorn and Chaos Strike. It's aggressive through its attack gain and very varied ways of pushing damage efficiently, and most games end turn 7-9 but can go longer, not running out of steam easily. Every now and again you end up not drawing your cycles and stalling, but sometimes games keep going steadily until fatigue against control just for you to push just enough damage at the last second, after being kept alive through your Lifesteal cards. It's very versatile in how it plays, but it did require some experience to get the most out of especially considering how much of the deck's power lies in its many card synergies.

The three scythed minions are:
-Lady S'theno: wins you games. Pairs with the smaller spells, especially Sinful Brand, Unleash Fel, Predation (which she triggers), and Twin Strike. You can clear boards against aggro, push face-damage (key feature), and still leave a minion on board which a control deck will have to spend mana to remove. Tip: Can also kill a low-health opponent which has relied to much on a taunt, or kill a rogue who has evaded (lowest health character: she doesn't need to see them to hunt them down. Win-condition in 2 of the 5 games I've won against Rogue).
-Jace Darkweaver: Need I say more? We've got a good bunch of powerful Fel spells in the deck and getting them out a second time isn't just winning you games but winning them with style. Tip: Don't be too greedy. There are plenty of times you'll want to throw him out on 8 or 9 for a few fel spells since the deck can be so aggressive, though there are merits to waiting as well against some decks. You get a feel for it eventually.
-Yogg-Saron, Hope's End: wonderful card at clearing a board and keeping you in the game. You have so many spells cast even by turn 10 that you can fairly consistently get out of sticky situations with dozens of spells, although I've found it's relatively rare for him to be played. That said, he wins games and the other two minions will carry you alone in most games easily. Honestly, the reason I wanted him in was because I'd tried other cards in standard and couldn't make it work (Xy'mox meant large changes in the deck, and other options I tried were just underwhelming), and you just have to love him. A classic's a classic. There aren't many wild cards in here but he's the wildcard.

Other cards which aren't immediately apparent how good they are:
Dreadprison Glaive: You come to love this one. The deck has such firm control over how much attack you can gain that you can clear any early game drop and still push significant face damage, but that's not to say it will only be useful early. There've been plenty of games decided by the Honorable Kill off of this weapon: pushing through large taunts, Multi-striking for lethal, you name it. Genuinely works wonders.
Sinful Brand: Have a look at the cards in the deck and see how many synergies there are. Fel'dorei Warband is the obvious pick. Just these two can push 12 damage face (even past taunt) as long as your opponent has a 4 health minion, but that's just the obvious one: this card has been game-deciding so many times with S'theno, Fel Barrage, and Unleash Fel. Doesn't have to be used for lethal: it's often very worth using it to push an opponent down in the mid-game if you see a good opportunity; 1 mana deal 8 damage to your opponent on turn 5? Take it. This card and Dreadprison Glaive are ones you hope you draw at the right time, but tragically, I think adding a second copy of either would only pollute the deck.

As for mulligan, you really want to fairly aggressively find any cycles and draws, especially Sigil of Alacrity and Spectral Sight, though Chaos Strike and Mark of Scorn are valuable. Worth noting how valuable an outcast Spectral Sight can be early on in a game, but also how frustrating it can be as the right-most card in your mulligan. Still, there are so many cheap cards that you can usually get it out fairly clean, so push for it. Other cards worthy of note would be Dreadprison Glaive.

Considering how fun I've had (and how well it's gone) I really hope someone else tries it out and smiles like I have when Yogg-Saron suddenly comes out and wrecks a board/wins a game out of nowhere.

P.S. It's worth noting how torn I am on Kurtus. He's been underperforming a fair bit, but some games are won off the back of him. If you don't have him in your collection, I'd recommend looking at an alternative first.