[Legend] Yogg Ramp Druid feat. Soggoth
- Last updated Aug 9, 2016 (Karazhan)
- Edit
- |
Wild
- 15 Minions
- 15 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Ramp Druid
- Crafting Cost: 10140
- Dust Needed: Loading Collection
- Created: 7/27/2016 (Old Gods)
- AndreiLux
- Registered User
-
- 12
- 42
- 79
-
Battle Tag:
AndreiLux#2734
-
Region:
EU
-
Total Deck Rating
88
"Heavy is good, heavy is reliable." – Boris 'The Blade' Yurinov
Just hit my 12th legend with this deck. Deck is not very innovative (very similar to Dog's heavy Yogg Druid), winrate is not that big (I had about 60%), but games were straightforward and fun. Also I think my plays were far from perfect so potential is much higher.
Mulligan for curve, especially for ramp. Works very good in warrior meta, amount of taunts allow you to stop even OTK most of the time. Guide is problematic because of language barrier, but possible if you want to.
Proof:
Soggoth is pretty good, especially against weapons and hard removals. Sometimes he stops Doomhammer for two or even more turns.
Yogg is decent, may win you some games, but not always useful. If you don't like random wins from nowhere, you can replace Yogg with a Deathwing.
Jousters are great against aggro or to play after opponent's Deathwing, for example. Strong and sticky.
Raven Idol is removal against aggro, hard removal or AOE against midrange and minion against control. Always dig for best option in your exact situation. Go for the memes every time!
I played this deck in legend a little bit, works pretty good:
I don't have time to test it more, but this deck definitely viable right now.
Thanks for the list, just a couple questions.
Have you considered Naga Sea Witch or Aviana?
And I've seen some folks replacing Master Jouster with Dark Arokkoa... thoughts there? Are you consistently winning the joust?
Hi! I never tested both Naga Sea Witch and Aviana. Theoretically I think both are not that good in this deck. They can do a cool things, but you will have problems with consistency. You don't want these cards against aggro, they probably too slow even against midrange, and control is represented mostly by Warriors. And control warriors, you know, have Brawl so you don't want to overextend anyway and most of the time just push with two big or one big and two medium-sized minions. Also I don't see any room for them in this build, to be honest.
Dark Arakkoa is definitely solid. I, however, still think Master Jouster is better overall in this build. This card really exceeded my expectations. You win a lot of jousts when smallest minion in your deck costs 4 mana.