Y'Shaarj GANG UP
- Last updated Jul 30, 2016 (Old Gods)
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Wild
- 12 Minions
- 18 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Miracle Rogue
- Crafting Cost: 7000
- Dust Needed: Loading Collection
- Created: 4/27/2016 (Old Gods)
- Homebr0
- Registered User
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- 2
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Battle Tag:
Homebr0
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Region:
US
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Total Deck Rating
18
The general goal is to gang up Y'Shaarj while he's on the board. That way, you're 3x more likely to drop another 10/10 Y'Shaarj by the end of your turn. If your opponent doesn't manage to clear them, you might end up with four 10/10 bodies on your board, but the game is usually done by then ;). It works surprisingly well, but it's still pretty rough. I got the idea from Dorkpork's Maly'Shaarj deck which also works surprisingly well. I recommend you check that one out as well.
You absolutely want to control the early board with spells and SI Agents, while at the same time trying to rack up as many coins as possible in order to get Y'Shaarj on the board asap while still having enough coins to cast Gang Up, or just prepping it. Landing the combo is a lot easier than it sounds!
Please leave a comment and let me know what you guys can come up with to make this deck better! :)
Edit 1: I took out the two Cutpurse and added a Bloodmage Thalanos and a Vanish. I found Cutpurse to just be a little too impractical. It usually got removed as quickly as possible and I felt like the deck really need some kind of clear. A Vanish should make this deck significantly better. Thalanos is also an overall great spell damage/tempo card.
Edit 2: 2 Shadowcasters weren't really necessary. I also removed Shadowstep because it doesn't really contribute to the end goal. I added two Eviscerates because they add extra clear and potential face damage. I'm still playing around with this deck and will continue to tune it when I get the chance.
Edit 3: I removed the Assassinate and added one Ancient Harbinger. I've been in many situations where I have every piece of the combo except Y'Shaarj, so I added the Harbinger and it's actually helped a lot. I'm trying not to keep the deck too minion-heavy to reduce the possibility of Y'Shaarj ability pulling out a not-Y'shaarj lol.
Dude, i did this deck right now, with little changes and its the funniest deck i played this season! Last game I played Thaurissan with 2 gang ups and Y shaarj... Played Y shaarj, gang, gang. End of turn, another Y shaarj came. I attacked and traded. He could kill the 2 Legendary beasts. End of turn, another 2 Y shaarj!!! 40 damages enjoying the game dude. Its amazing, thanks for the idea!!!
How well has this deck done?
This sounds pretty dope, been looking for some fun combos to try and I've had Yshaarj just sitting here not getting played. I'll give it a try.
EDIT: Played my first game with it vs a Cthun Priest, he played Cthun. I played Yharj, Prep Gang Up, Prep Sap and Yhaarj drew the other Yshaarj and he couldn't come back. Played his Cthun again, didn't clear. Had 28 damage on board, had lethal.
EDIT 2: I took out Assasinate and one Shadowcaster. Added 2 Eviscerates. Feel like Shadowcaster is too clunky, slow and situational to have two in this deck. It can come in clutch sometimes but not enough where I wan to be top decking it when I'd rather have removal or cycle cards. Assasinate I might add back, I just want to see if evis are better, since they're better for actually winning the game when you can push for lethal or just for early game clear.