Yogg Stone Rexxar
- Last updated Apr 26, 2016 (Old Gods)
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Wild
- 6 Minions
- 24 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Yogg Hunter
- Crafting Cost: 4100
- Dust Needed: Loading Collection
- Created: 4/25/2016 (Classic Nerfs)
- Bellegon
- Registered User
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- 11
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Battle Tag:
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Total Deck Rating
104
Greetings traveler, my name is Bellegon and this deck is not supposed to be a gimmick deck or simply a fun deck, do not mistake the inclusion of Yogg-Saron, Hope's End as an attempt to make a fun deck, this deck was already used without Yogg and was considered by me as weak with potential.
Well, WotOG brought us the potential with two cards: Call of the Wild and our beautiful mad friend Yoggy.
Since this deck is still Theorycraft it still needs testing and many tweeks shall be made.
One of the tweeks i'm considering is the need for traps in this deck, an older version of this deck had Freezing trap and bear but i don't think they are worth it since i had to cut some cards to include new WotOG cards.
The next weeks will be great for testing this deck and make the necessary ajustments, if required obviously, the testing i'm most interested in is when to use Yoggy (when losing / when fairly tied / when winning) data shows us it should only be used as a turn of table card to use when losing but testing still needs to be done.
thanks for the time and Good Luck with the new expansion :)
Edit 1: After testing for 20 matches this deck showed remarkable potential, i was able to outlast control decks with the underrated Ball of Spiders and Yogg-Saron, Hope's End is showing himself to actually be way better than expected, the rewards he provides are proving to outweight the risks by a lot.
The problem right now is clearly Aggro matchups, mostly face shaman and zoolocks because of the tap resources, i'll continue to test this deck and how to improve those matchups, for now i believe this deck to be second tier and thus viable
PS; if you're wondering what types of players i've been going against, i'm at rank 5 and this deck was capable of advancing to rank 4 with relative ease.
These decks will be then end of hearthstone for me. I will pick up my coin flipping hobby again.
this deck is very viable with out the stones and with not as many spells. Too many spells often causes yogg to give a negative result anyhow.
Found that Explosive Shot was too slow vs Zoo. I'd take out a swath of his line and he'd yawn and then fill it up again and then some. Can't even get close to getting Yogg out vs Zoolock.
A small improvement vs zoo:
-2 Explosive Shot
+1 Explosive Trap
+1 Unleash The Hounds
I made something similar a few days after WotG hit, as I wanted to find the most insane Yogg deck and instantly thought of hunter. However, you are missing easily the most insane spell, Explorer's Hat. Explorer's hat is a spell you can play multiple times a turn, and allows you to trade more effectively with things like UTH. I've been able to get some really insane Yoggs the hat.
It is not a bad deck and does well vs control warrior.
But I feel there is a lot of anti synergy going on. I think summoning stone and Lock n Load have very differing goals. I rarely get much value out of Lock n Load. I feel to get value out of the random discovers, at a 2 mana cost spell you want to get probably 3 draws and that is difficult with this deck.
The reason is the cards you run for Summoning stone such as Explosive Shot, Deadly Shot, 2x powershot, Ball of Spiders. Trying to combo these with Lock n Load is nearly impossible. To build the deck more toward Lock n Load you would replace some of these with cheaper cost Traps instead. Also the advantage of Traps is that you can pre-play them even without targets. otherwise, to use Lock n Load, your opponent will need some kind of minions on board for you to target your removal spells against them in order to trigger Lock n Load procs. Tracking has synergy with Lock n Load for the same reason - it doesnt require targets for the spell.
Then the real takeaway is that Summoning stone and Lock n Load is a bad mix.
So the question becomes what matchups do you want to win? If you want to be stronger vs aggro while stile having a lategame wincon with Lock n Load, then drop some expensive spells and run traps. If you want to be stronger vs control then just drop Lock n Load entirely for something like Ram Wranglers.
I feel that with the focus on Old Gods and lategame this expansion will never see an environment that is suitable for Lock n Load, unless things speed up considerably. But Summoning Stone, Ball of Spider and CotW look to be good cards in this meta.
At first glance, this might look as a weak deck, but i've played like 10 games and not only it is fun, it beats a lot of decks too!
I loved to play freeze mage with the summoning stone, but this is even funnier.
The only problem is no healing in the deck, even if you stabilize the board easily if you survive the early turns (up to 8 ~), if your opponent has enough reach he will kill you.
Tricky yet fun. Worth trying.
aggro is very hard to play against, confirmed. Very fun deck tho. Is second Lock and Load replaceable?
I have replaced it with Explosive Trap and works nice against aggro decks
To counter aggro, I replaced Flare and one Quick Shot with2x Explosive Trap. Mulligan hard for traps against aggro, and the win rate definitely got a lot better.
We want gameplay! We want gameplay! :p
Interesting! I've been playing a similar deck I created myself with only 1 yogg and 1 elekk. It has slightly above 50% win rate. I'll have to try out the stones and perhaps the emporor. I feel like the one thing that's really missing to make this deck have wings is card draw, but it might almost be too powerful! I tend to win if I draw into lock and load... if I don't I often lose steam before turn 10. The stones might actually help, but I feel like they are a late game play as well.
Really fun deck win or lose. I only have 1 Call of the Wild, so +1 Explosive Trap is a good substitute if facing a lot of aggro, particularly zoo.
I think the deck is stronger because Lock and Load got better too. GvG had too many situational Hunter cards and the rotation gives us a higher chance of getting solid value cards from the lottery.
This is a truly fun and hysterical deck to play and it actually works.
Lovely deck! I tried Stone Hunter just before Standard hit and felt it was on gimmick side. Call of the Wild and Yogg improve it enormously.
Dude, i absolutely destroyed a C'thun druid... :)) So much fun!!!
This is the most fun I've ever had with a deck. All of the board control spells, the RNG and Yogg is so much fun. This was expensive to craft since I didn't have any of the TGT cards. (I also had to replace the quickdraw and Emperor since I don't have blackrock. I think I added a bear trap, an extra flare and something else, I forgot.)
Btw Golden Yogg makes the deck a lot better since all of the spells become golden, which then add fear into your opponents. If they thought regular Yogg was scary, Golden Yogg is ever scarier.
There have been many times where Yogg changed the tides of a losing game. There was a game where Yogg brought the enemy priest to full health in exchange for a board in my favor. I later won that game.
Although this is not a deck that I would climb with, this deck makes hearthstone so much fun to play.
I already had most of the cards for this deck and I find it amazing. Had to craft L&L and flare cause I skipped TGT mostly but totally worth it. I know the first time I played the deck I won. I had some experience with Yogg decks and this one basically auto piloted itself due to winning the joust for emperor and reducing the cost of my hand. Which already included a summoning stone and some big swing spells.
The synergies in this deck are unbelievable and should create either card advantage or a board advantage by the late game so as to not need to play Yogg-Saron. When I do actually play Yogg it can cause me to draw the deck and lose against warrior/priest, against other classes this isn't an issue because the hand repopulates itself. Yogg-Saron is definitely a Hail Mary when behind if you can't remove their big board. I usually cast 15-25 spells because of L&L that's as much or more than mage decks.
Bad match ups I've found are fatigue (c'thun) warrior, murloc paladin and zoo if you get bad draws or bad beasts from the spiders.
Definitely love this deck, people don't know how to react to it. I've got about a 70% win rate, usually my losses are because i mess up the combo. Thanks so much Bellegon! I was looking for this exact type of combo and you did all the testing for me to make sure it works! Even losing with this deck is fun, just because of how it works.
70% winrate? yeah right... love to see how you doing vs zoo face sham and mages ._.