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Yoggadin

  • Last updated Apr 29, 2016 (Old Gods)
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Wild

  • 18 Minions
  • 10 Spells
  • 2 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5600
  • Dust Needed: Loading Collection
  • Created: 4/28/2016 (Old Gods)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    55

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OUR LORD AND SAVIOUR, YOGG-SARON, HAS EMBRACED THE LIGHT. I found a Ragnaros the Lightlord in my Old Gods packs, then crafted Yogg after not finding him since it's the card in this expansion I wanted the most. To make use of both of these, I decided to throw together the following control-based Paladin list for GREAT JUSTICE.

Card Justifications

Part I: The "Control Paladin" Skeleton

  • Equality, ConsecrationAldor PeacekeeperTruesilver ChampionLay on HandsWild Pyromancer, and Keeper of Uldaman I think are all pretty self-explanatory inclusions. Wild Pyro + equality and equality + consecrate are our go-to combinations for instant board clear. Keeper + truesilver champ gives us effective big minion removal, while Aldor neuters big threats we can't remove outright. LoH is a great endgame pally card when trying to stabilize and recuperate.
  • Doomsayer is, in the worst case, a 7hp "soft taunt" that our opponent must remove quickly or lose their board, throwing a wrench in our their game plan. In the best case is clears the board and synergizes well with:
  • Solemn Vigil. Amazing follow-up for our board clears which gives us large hands full of cards and helps us find our useful tools.
  • Emperor Thaurissan. Big hands mean big emperor value. Getting out our scary endgame plays 1-2 turns earlier is literally the difference between life and death for this deck.
  • Ragnaros, Lightlord. A new card from WotOG that combines a big scary body with a strong heal. One big note: if you plan to use this to heal your face, make sure nothing else on our side of the board is damaged! This guy can singlehandedly win games by himself if left uncontested.

Part II: Add our Lord and Saviour, and more spells

  • Yogg-Saron, Hope's End because it wouldn't be a Yogg deck without him. The harbinger of RNGsus and arguably the most fun card in the new expansion. Obviously we want to have as many spells in our deck as possible when we use him...though we have quit a few spells listed above, we can up this count by including:
  • A Light in the Darkness in lieu of another 2-drop. We can recover from not playing a 2-drop thanks to our board clears listed in Part I, and the cards you can discover from this can turn the tide of a game if played well (especially since they get an extra +1/+1 as well). I've even discovered a second Ragnaros, Lightlord off it before - a 8/8 and 9/9 on the board healing you for 16 each turn is beyond hilarious folks. As a final note, this means more spells for more Yogg fuel later.
    • In early iterations I tried out Argent Lances and Flame Jugglers as 2-drops in this list, and they may be worth future consideration. However, I personally think ALitD is the clear choice here. 
  • Hammer of Wrath. We need another tempo-friendly play on turn 4 in addition to Truesilver Champ - its a great card but we don't want to exclusively rely on it. I am currently opting for HoW over a "proper" 4-drop because it's a spell, it deals enough damage to clear most 2- and 3- drops, and it even gives us a card draw. While it seems a little overcosted for the effect, it's nonetheless quite useful...but I chose to only run 1 since we have other higher priorities.
    • Blessing of Kings I tried early on, but found it was tough to find a target for without a proper 2-drop and since Muster for Battle isn't available in standard. This MIGHT be worth consideration of HoW is too low-impact and you'd like another spell.
    • If you decide a proper 4-drop body is needed, Refreshment Vendor and Sen'jin Shieldmasta would be my first 2 recommendations since they have solid stats and help keep us alive.

Part III: Add more survivability so we can live until we play Yogg

  • Selfless Hero basically fills the role that Zombie Chow used to; An early drop to contest the board. While she doesn't have as high health as chow, the hero can be useful to force our opponent to make awkward plays and (at endgame) shield our big minions from harm.
    • I also considered Tentacle of N'Zoth for this role. It trades evenly with any 2-health 2-drop, handles early aggro nicely, and can also potentially work with Equality as a later board clear. I've gone back-and-forth between the two for a while, but am currently preferring Hero. I think there is an argument to be made for both however.
  • Squirming Tentacle. A nice new early taunt card (Silverback Patriarch powercreep?) that helps protect our face and fills out our 3-mana slot a little more nicely.
    • I used Earthen Ring Farseer instead for a while, but decided I'd rather have the taunt than the minor extra healing. Still, I feel that either choice is fine depending on what other cards you're running; If you opt for Sen'jin Shieldmasta over Hammer of Wrath as listed above (for instance) you probably want the farseer instead since you'll have plenty of taunt already.
  • Sunwalker. Lategame taunt and defense that helps curve us our into endgame a little more nicely. We only run 1 since Thaurissan is our other 6-drop.
    • Sylvanas Windrunner is possibly also worth consideration, though I'm afraid I don't have her and can't playtest with her as such. Her deathrattle effect is great but the lack of taunt may or may not be an issue.
  • Cult Apothecary. Still trying to decide whether I like this addition. "The Dream" play is to let your opponent build a board, then apothecary -> wild pyromancer -> equality or equality -> apothecary -> consecrate (requires 1 Thaurissan tick) for both a heal of 14 and a nice board clear. Realistically this is unlikely, but since we almost always fall behind on the board it's likely to get good value out of his heals. Only running 1 at this time since we have a few more reliable heals on hand and his stats are not good for the cost.
    • Forbidden Shaping is likely a better overall choice here since it provides a guaranteed amount of healing when used and counts as another spell. However, I don't have any at this time. The Apothecary does give us a body on the board and curves out a little better as well.
    • Tuskarr Jouster MIGHT also be worth consideration here. It's not wholly reliable, however, and doesn't count as a spell so I think Shaping is the better choice in this instance...but this might have an edge over the apothecary.
  • We finish up with a single Abomination, which is probably one of the strangest choices in this list at first glance. It basically fills the void left by Sludge Belcher leaving Standard. Unlike Belcher which gives us another minion on death, abom gives us a consecrate on death which can be huge! Yes this damages us as well, but 2 damage isn't terribly significant in MOST cases, plus if it wipes an entire aggressive board then it was worth the health cost. Still playtesting it at this time but it's been working out well so far.
    • Dropping this for a second Sunwalker or Cult Apothecary are some replacements I've considered. Forbidden Healing is, of course, also a worthy replacement since it is a replacement for the apothecary too.
    • The new Cyclopian Horror MIGHT also be worth a consideration...but it suffers from similar issues as the cult apothecary in that its power can vary wildly. Plus, our 4-mana slot is already pretty crowded.

 Part IV: Other Cards Worth Consideration

Tirion Fordring is almost never a bad choice. Great pick for this deck if you feel you need a little more endgame power and a big taunt.

Guardian of Kings is a choice I toyed with for a while. Light Rag does almost the exact same thing, but this could be a good choice when working on a budget.

Noble Sacrifice was suggested to me after one game. This effectively fills the role of an early drop and can protect our large minions from harm in the late game, plus it also counts as a spell. I might make room for it in future iterations of this deck!

Sacred Trial can have also have a big impact since we give up board control in the early game, and it seems (in my experience) most people don't expect this secret. Not wholly reliable though.

 

Changelog

April 28, 2016:

  1. -2 Acolyte of Pain, +2Squirming Tentacle. Draw hasn't been an issue at all in this deck but having very little taunt has cost me a few games now. Hoping this tweak remedies this a bit.
  2. -Stand Against Darkness +Abomination. While the former is a spell and has great synergy with equality if your dudes can survive on the board for a turn, it's incredibly vulnerable to AoEs and just seems too low-impact the majority of the time; A token-based list or one with Steward of Darkshire would get better use out of it. Abomination adds another taunt plus effectively gives us another AoE, which seems more useful overall despite the fact that is also hurts us.