[Spark] Yogg & Load (S27 + ONK Update)
- Last updated Sep 24, 2016 (Karazhan)
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Wild
- 3 Minions
- 25 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Yogg Hunter
- Crafting Cost: 4140
- Dust Needed: Loading Collection
- Created: 6/16/2016 (Old Gods)
- Sparkaz
- Pro Player
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Introduction
Hello everyone ! I'm Spark, Legend player from France.
Today I'm going to present the Deck I'm having so much fun with this season : Yogg & Load Hunter running Yogg-Saron, Hope's End and Lock and Load.
The idea doesn't come from me as I found some different lists on the internet (even though I've never faced one on the ladder), so I swapped some cards here and here from the lists i've seen to adjust to my preferences and metagame.
Apart from being extremely fun to play, it is also surprisingly effective ! I was very impressed by how well I did with it, to the point that I ended up running only this Deck throughout the season and made it to Legend with a very solid overall 75% Winrate.
General Strategy & Mulligan
The strategy of the Deck revolves around controlling the board throughout the game thanks to your amazing removal tools. Because of the Hunter overall nature, you'll find yourself poking your opponent slowly with Steady Shot, Eaglehorn Bow and Animal Companion.
Finally, you'll be able to close the game with Call of the Wild and/or Yogg-Saron, Hope's End. Remember that you'll have to play this old god only when you have no other choice ! This works better as a comeback card than a win-more card ;) You'll be surprised by what this card can do, often closing the game one way or another. Even though sometimes it will troll you, but that's the game when you toy with the RNG god =P
In short, you should see Call of the Wild as a solid win condition or late game pressure, and Yogg-Saron, Hope's End as comeback mechanism, hoping for some miracle, just like his name means =D
King's Elekk ensure you to draw Yogg-Saron, Hope's End from your Deck or pull out Emperor Thaurissan from time to time. Emperor Thaurissan is really great for this Deck as it can either allow a turn 7 Call of the Wild or some crazy Lock and Load combos. Don't hesitate to play it for a simple one turn effect, it will be enough and draw some attention from your opponent, which helps stalling the game ;)
Lock and Load can be amazing at refilling your hand, especially since Hunter cards tend to synergize very well together. Don't get to greedy on it though, playing 2 spells can be enough sometimes, especially if you'd have a blank turn otherwise. Moreover, it will often provides you with some more spells to play, like some new traps to give some more headaches to your opponent.
The Coin, Hunter's Mark, On the Hunt and Tracking are very good spell to combo with it as they are cheap and can even cost 0 mana if you managed to drop Emperor Thaurissan before.
Sometimes you'll be able to chain 2 Lock and Load together in slower match ups, which can be pretty fun and devastating. On the other hand, against fast paced Deck you may have to play it for only one spell from time to time, hoping to get a decent card out of it, in order to prevent a blank before a turn 8 Call of the Wild for example.
A quick reminder about Tracking for those who still don't understand how the card work ... This card is just amazing !
It allows you to draw into the removal you need at the right time, while thining out your Deck to draw into your late game options easier. Of course, sometimes you'll have some hard choice to do but there is always a good pick to make.
For example, in my last game versus Zoolock (see videos below), you can see that I have to choose between Yogg-Saron, Hope's End and Call of the Wild. As I know the match up perfectly (25-1 against them), I decide to pick up Call of the Wild and remove Yogg-Saron, Hope's End from the Deck because I know that this is a better win condition.
In short, you have to understand that you don't aim to play all the cards in your Deck to win, so cutting some cards off is fine and actually pretty helpful most of the time. The only match up where it gets a bit tricky is Control Warrior because it's not rare to finish on the fatigue war (but that's generally a bad situation for you anyway as you'll generally have to kill them before this stage of the game).
A very solid knowledge of the metagame is mandatory to pilot the Deck and mulligan properly, I can't insist enough on this ! I may have climb all the way to Legend with the Deck, but if you are unexperienced with the game or simply don't know perfectly the Decks you're facing, you'll fail miserably and rage at me for presenting this Deck ...
The mulligan can vary depending on the situation (what do you expect from your opponent and which tools do you already have in hand) but here are the basics rules that you should follow :
- Always keep : Bear Trap, Cat Trick, King's Elekk, Animal Companion, Eaglehorn Bow, Tracking if you know perfectly what you are facing.
- Against Aggro : On the Hunt is a decent keep, Quick Shot is a solid early removal, Explosive Trap is especially great against Zoolock and Powershot is good to have against Shaman, Snipe is also very powerful to counter Totem Golem but not very useful against Zoolock.
- Against Control : Snipe generally has a good value, Deadly Shot and Hunter's Mark are decent keep to remove a solid midgame minion. However, you shouldn't hesitate to mulligan them away if you don't have any cards from the "Always keep" section ;)
Strengths & Weaknesses
As I've climbed all the way to Legend using only this Deck, I have a very good samplesize to share with you guys. These are my winrates with Deck throughout the season :
In order to pilot the Deck properly, you have to know and understand the meta perfectly ! By doing so, you'll be able to recognize threats from your opponent and use appropriate tools to answer them ;)
- Zoolock is definitely the best match up of this Deck, I've rarely seen such a one-sided match up ! By mulliganing properly, your early removals and traps will allow you stall until the late game while poking them slowly and Call of the Wild will finish the game easily.
- Midrange Shaman is a decent match up because they aren't too fast and you have good answers to their threats. It's still a bit harder than Zoolock, because their minions tend to be stickier.
- Face Shaman is a very hard match up because they just have too much for you to handle. They'll often find lethal before you can stall to the late game. Fortunately for me, I faced more of the Midrange variant =)
- Control Warrior of any kind is a difficult match up (especially C'Thun variants) because they will just Tank Up! all the time and many of your spells are not very useful agains them. But it's not unwinnable thanks to Call of the Wild and Yogg-Saron, Hope's End. Sometimes the card will troll you by drawing into fatigue but sometimes they'll allow you to finish the game with style.
- Tempo Warrior on the other hand (being either Classic or Dragon oriented), is an easy match up, because you'll have the time to remove their threats and make the final push in the late game.
- Pirate Rush Warrior is very hard too handle because they apply a lot of pressure, just as Aggro Shaman. It's a bit easier since it has less finishing potential but still very frustrating. Don't forget to play around Mortal Strike if you can ;)
- Tempo Mage is a decent match up if you have appropriate tools in hand. But they can also surprise you with some late game burst, so beware of getting poked too muched in the early game.
- Miracle Rogue is a close match up, depending on how they can use Gadgetzan Auctioneer or not, a well timed Snipe can be deadly for them. The Leeroy Jenkins variant is a bit harder than the N'Zoth, the Corruptor variant because they have more finishing potential.
- Ramp Druid, like Yogg-Saron, Hope's End variants, are not too hard too handle. You have good removals tools to counter them and they'll play slowly into the late game, which is perfectly fine for you.
- Midrange Hunter is the hardest match up for this Deck, because they'll poke you slowly just like you do, but they will often have this initiative thanks to their sticky minions. Call of the Wild will often be better on their side because of the early pressure, so if they have on turn 8 you are basically dead. This is just due to the fact that you have to get the right answers at the right time to counter what they play in order to keep up with the pressure. But it's perfectly winnable if you manage to start with good early counters to what they play because you'll slowly win the poke race afterward ;)
Gameplay Videos
I posted some gameplay videos spotlighting the Deck in action, I definitely recommend checking them out to see how to pilot the Deck properly ;)
Here is the playlist containing the videos. I'll probably keep adding some because I have so much fun playing this Deck !
Epic 20 Spells Yogg-Saron, Hope's End closing the game (sorry fot the lack of sound) :
Full game against Dragon Tempo Warrior with a great19 Spells Yogg-Saron, Hope's End :
Early climb with the Deck facing Zoolock, C'Thun Warrior and Midrange Shaman :
Final push to Legend facing Midrange Shaman, Tempo Mage and Zoolock :
Closing
That's it for the guide guys, I hope you'll enjoy the Deck as much as I do !
Don't forget to show your support by upvoting the Deck if you liked and don't hesitate to discuss about it or ask any question in the comment section below ;)Follow me for more content and updates !
- Twitter : SparkazHS
- Youtube : Spark Hearthstone
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I just created this account to tell you , you are an awesome hearthstone player and a unique deck builder
I am a Beginner player who is still learning how to play and I reached Rank 16 with it till now :)
So For the Players wanting to try this deck .. don't :P because I want to keep it for myself hahaha :D joking go ahead and try it is super fun to play and Yogg is awesome :P
Thanks a lot for the recognition, trully appreciated ! Glad you enjoy, have fun mate ;)
unfortunately the onyl cards i dont have are the core of the deck... can i replace lock and load and run this on ladder?
Well it really is a core card but I have played games where I either didn't draw them or they were useless because of low card amount it's just another win condition with tons of value but I do believe it can work without. Only way to know is to try!
Well honestly you will be find against fast paced decks without it but against slower decks it's really necessary to add another win condition =/
I wouldn't recommend running the Deck without it I'd say
This deck + endless Explorer's Hat = more 10 turn fun
Yeah always a fun spell to get from lock and load =P
How do I use On the hunt properly? Do I use it on turn 1 if I start?
Besides that, I really dislike tracking. it feels so bad to discard 2 cards. I put in another elekk and a freezing trap instead.
You should never use on the hunt to the opponent face on turn 1. The card is either used to kill 2/1 bodies against aggro decks (or finish of low target), or simply combo'd with Hunter's Mark for a big target.
I don't like to say that but I'm gonna say it. Players that dislike Tracing need to step up their mind, that's a typical new player thought honestly, every experimented player will say that this card is just perfectn especially for this kind of control deck.
You should definitely read the section beginning with that :
Never really had much experience with Tracking, but in this deck it has immense value. The crucial part is holding it until you need to search for the card to help you. For example, if facing Zoo, really need an explosive trap? Go fishing.
Using it later (say 10-15 cards in) works better since you should have the mana to make the drop. Less likely to have to lose a needed card. That said, depending on the match-up, not all cards in the deck are necessary.
Lock N' Load can be using to fill your hand as well.
Spark, could you tell me how to beat tempo mage? I have so far lose to every tempo mages.
They have only flamewaker or sorcerer's apprentice. The minions don't need to attack your face. They may wait until their flamewaker and/or sorcerer's and then spam direct face damage (torch, frost bolt, fireball, even missile only for the face damage.
Yeah as stated it's a hard match up. Generally you want to control take them by surprise, control their early minions and most importantly don't ever let a flamewaker on the board. But generally it's hard to handle the face damage yeah. Honestly you should hope for some solid Call of the Wild / Yogg plays while control the board throughout the game
Best thing ever is when u get Gang Up on yogg and then Vanish after hahah had 4 yoggies in my deck this morning shame i didnt record it :D managed to play 3 before i killed myself lol
Ahah yeah the Gang up Yogg is pretty awesome generally =P
I replace one of the Powershot with Explosive Shot and I really like it, a lot.
Its a nice versatile card for turn 5-7. Worse case, it can be use as an expensive Powershot or an expensive single target 5 damages but often, its an amazing board clear against zoo warlock, kill Darkshire Councilman and its side minions ... And against Shaman, same thing, often by turn 5-6, your end up with a 4-5 hp minions to clear with totems around him.
That deck is a lot of fun.
I've never been a fan of including two Powershots either. However, Explosive Shot just feels too expensive. That makes it harder to combo with Lock and Load and could slow down the tempo of future plays. What I've done is combine Powershot with explosive traps for the same effect. Granted I haven't tried explosive shot myself, this is just my speculation.
Explosive Shot is very decent in this Deck. I tried it myself at the beginning, it's often clunky so I prefer the second powershot but yeah that's fine ;)
Honestly,i really liked this deck. It's really fun to play,even when you're losing.
But yeah,i have a little problem.
I have literally all cards in the deck,except for [card]Yogg-Saron, Hope's End[/card].
Do you think there is a valid replacement for Yogg in this deck or i should just give up on playing it until i finish gathering dust for Yogg?
I've been using Summoning Stone,but yeah,it's not that great.
Well, as I said you can often win without using Yogg. But he is here for a reason and really needed to come back in some games =/
So, unfortunately you can't replace it :(
So I've been using this deck for weeks. Definitely a lot of fun! Since the meta has shifted away from zoo and aggro shaman mainly what would you recommend changing in the decklist? Currently I see a lot of midrange hunters and every type of warrior, which are both unfortunately my worst matchup. Maybe Multi-Shot instead of Powershot?
Also, I did make a change. Since I've been running into 3 attack weapons and minions a lot I switched out the two Bear Traps for a Misdirection and a Freeze Trap. Misdirection is nice when they attack with a minion on board and it redirects to the opponents face who has an active weapon. Usually killing the minion or at least setting up for an Unleash the Hounds. IMO the bear trap is an awesome one! However the bear didn't live until my next turn a lot of the time. I felt like there was a lack of tempo happening because of this.