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Yogg-Saraon Control Shaman

  • Last updated May 1, 2016 (Old Gods)
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Wild

  • 6 Minions
  • 23 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Shaman
  • Crafting Cost: 9260
  • Dust Needed: Loading Collection
  • Created: 5/1/2016 (Old Gods)
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  • Total Deck Rating

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[b]Deck list:[/b] https://i.imgur.com/cFMukq3.png

[b]Yogg-Saron Control Shaman [/b]
The key to  this deck is survive, and outlast your opponent's resources, by out-valuing them. With the absence of OTK decks (leeroy handlock, combo druid, etc), control shaman has a chance at existing on the ladder. This deck is definitely viable on ladder. Depending on meta, it would jump between tier 2 and 3.

[b]General strategy:[/b]
Zap all the stuff on the board typically. It's a spell heavy deck so it's pure control. Leave the tempo out completely in your play style, but don't get too far behind. It's usually not worth it to lure them into a big AoE. But sometimes it is, and determining which is what really takes a lot of experience with the deck. So you will probably drop a bit in rank before you start to climb with it. But better to practice on ladder, the experience in casual won't be as good.

[b]A few comments on spells:[/b]

[b]Earthshock[/b] - destroys the meta. Everyone is playing special effect cards like silence doesn't exist.
[b]Hex[/b] - Obliterates the meta. It's what makes this deck so strong. It's a silence but better. It shuts down N'zoth decks by preventing Sylvanas/Savannah Highmane/Tirion from dying. Seeing N'zoth come up and only summon Fiery Bat's is pretty amusing. It's also the cheapest hard removal in the game. It really ruins those flamewreathed faceless and sea giants that seem to be the meta now. Also great for stopping Innervate shenanigans.

[b]Comments on minion selection:[/b]

[b]Hallazeal the Ascended[/b] - Not really that great. But not bad. I thought she would really shine in control shaman. Maybe she is more situated for mid-range shaman. That way they can have some healing, without running a do-nothing heal spell.

[b]Value cards (Card advantage):[/b]
These are cards that are designed to soak up the enemies cards. They are essential in long games, especially against control and mid-range decks. Your opponent has a 30 card deck, it's not possilbe to remove everything they have with just spells. These cards will go 2-for-1 or more in terms of card advantage.
[b]Kodorider[/b] - Soaks up a lot of bodies on the board. Hard to remove. Good joust value.
[b]Sylvanas[/b] - Essential card, auto-include in all decks now. Excelent card value. Easily 2-for-1's. Sometimes more. It's been buffed with the lack of ironbeak owls and grove keepers in the meta. And lack of boom-bots/tokens/sticky minions. She's stealing Twin emperors now and there isn't enough silence to stop her. It's very import to get value of out her. Often times it's important to play her on turn 5/6/7/8, as it really slows down mid-range decks, which are a major threat to slow control decks like this. It's also a really important card against other controls decks.
[b]Ysera[/b] - One of the best control cards in the game. Pure card-value. It usually goes 3-for-1 in card value. Often times more. Excellent joust value.

[b]Plan B:[/b]
[b]Yogg-Saraon[/b] - He's not your win condition. Yogg is your plan B. Play him when all else fails. You have to out-value your opponent before playing him, and that usually means getting to the end of the game (near fatigue) with higher hp. Those fireballs will start going off everywhere, and you will want more HP than your opponent. Also, sometimes he draws you too many cards and mills you, so don't play him too near fatigue. Try to have 2-3 cards in your deck first.  Oftentimes he is played as a board clear. Be sure to heal up with healing wave before playing him. And try to get your opponents health lower than yours.