Atm I'm very excited to make the most viable deck as possible for Yogg-Saron, Hope's End as though he can be random, with enough spells the higher than average chance for beneficial effects to occur than negative effects will cause him to be overall good. I plan to make him work in shaman but I'm sure mage, rogue, priest and perhaps even hunter will have some success with as well. Particularly spell heavy classes with both removal and utility spells.
Neutral Support Cards Theorized to play in the deck:
-Direct Support (Add Spells)-
Nefarian: Creates spells for your deck, even if they both suck, you get 2 spells added to Yogg-Saron and extra potential value. Unlike most cards that add cards to your hand, Nefarian guarantees you will receive spells. Ideally you must have a weapon in your deck and to a lesser degree spell damage to be able to use any spell stole. Deadly Poison requires a weapon to even be cast and cards like Shield Slam essentially become a 1 mana ping with spell damage even if you cannot obtain armor. Generally a dead card against aggro sadly, Nefarian doesn't synergize well with most other dragon decks. Incredibly helpful vs Lord Jaraxxus with the ever looming threat of Sacrificial Pact.
Nexus-Champion Saraad: Much like Nefarian, Saraad is guaranteed to create spells which synergize with Yogg. While likely to die after the first activation you generally get some kind of value out of the spell you create and the removal you force your opponent to use. Absurdly good in top deck wars and not utterly unplayable as a tempo 5 drop vs heavy aggro (especially if it nets you a heal or removal).
Ysera: 3/5 Dream cards are spells. Arguably better or worse stat line than Nefarian. Will often only get 1 card before removed, Nef pulls 2 spells always while Ysera may never net you a single one.
Arch-Thief Rafaam: Not a great body but nets you a spell, even though it costs 10 it's still a spell.
Jeweled Scarab: Depending on your class, this card has huge potential to pull a spell (especially with class probability bonus) but due to it's situational nature will often force you to pick a minion or utility card instead of a spell, all neutrals are duds for Yogg.
-Indirect Support (interact or Synergize with spells)-
Mana Addict: Indirect support card, synergizes with spell heavy decks similar to those Yogg would play. Mostly for rogue combos but you'll generally win the game using an Addict Combo.
Violet Teacher: Curve 4 drop that grants a board when used in tandem with utility spells.
Summoning Stone: Rather weak on it's own, a full spell deck running Yogg might consider running a copy even if doubtful.
Wild Pyromancer: Great for AoE Clear early on, works great with spell themed decks.
Class Support Cards:
-Mage-
Utility and Removal Spells: The king of spell count, many are utility spells and Removal such as Fireball
Ethereal Conjurer: Creates a spell to cycle itself on top of the 6/3 body with some flexibility
Cabalist's Tome: if you can play all of the spells you get 4 spells for 1 card! Crazy Yogg value especially in a fatigue game. Always getting spells makes this card a no-brainer addition to a Yogg deck.
Rhonin: Makes 3 spells on a decent body, probably better than Nefarian for mage but arcane missiles don't offer much additional value.
Archmage Antonidas: Can make infinite fire balls, but requires an initial spell and turn set up to preform. If you get enough spell rotations for Yogg value you probably already win the game
-Rogue-
Thistle Tea: Creates more copies of spells while being a spell itself. It allows for draw without milling yourself from Yogg.
Headcrack: Repeatable spell throughout the game. Sadly a poor quality spell itself.
Plethora of removal and utility cards: Shadow Strike is premium removal and the class has tons of it in general, too many to list in entirety. Journey Below, Preparation and weapon buffs are some of the many great utility spells for rogue.
Burgle/Undercity Huckster: Almost all spells are class cards, depending on the class you're likely to steal spells but not guaranteed to get spells.
Raven Idol: 2 spells in one with both a cheap cost and flexibility.
Wild Growth: Ramps up to 10 mana counting as a spell or acts as 2 spells and a situational draw at 10 mana making it the very ideal conditional draw for Yogg-Saron
-Priest-
Thoughtsteal/Mind Vision/Shifting Shade: mostly spells on their own they have the chance to steal more spells to set up for Yogg. While like rogue class theft you have a chance to steal spells, this effect often takes higher quality cards put into decks on purpose but includes neutral cards which are always minions vs rogues who steal only class cards that aren't included making spells more likely to get.
Far Sight: Played in a Yogg deck you'll often ramp another card getting a delayed innervate. When this card replaces itself with a 3 mana card you get a free spell and play with a 28 card deck.
Hallazeal the Ascended: Confirmed to work with Yogg, while unlikely to survive on the board it's not unfathomable in a top deck war or very late game. Synergizes with the deck in general and can net you a full health swing.
Utility/Removal Spells: Shaman is equiped with an arsenal of Spells, removal spells such as Hex or Lightning Bolt and utility spells like Evolve, Ancestral Spirit or Lava Shock that serve utility purpose and count as a spell. The class is full of them
-Hunter-
Explorer's Hat: Cheap repeatable buff card that has board impact. Combine with ways to duplicate itself this could lead to an utterly HUGE 20+ spell Yogg easily with a decent card on it's own.
Lock and Load: A deck theme to play a large collection of spells as a bundle to refill your hand. Doesn't guarantee hunter spells in return and hurt greatly by the nerf on Hunter's Mark but can potentially combo a chain of spells for end game Yogg
Anti-Synergy:
Card draw is not ideal with a mass spell deck, the less the better imo. Yogg will often draw you quite a few cards though some means, be it Arcane Intellect, Ancestral Knowledge, Holy Wrath or plenty of other effects. When fatigue is a factor at hand, just enough card draw for a deck to operate seams ideal.
Lorewalker Cho: Recks Yogg Decks that rely on spells for everything.
Warrior: Doesn't have enough spells and too many weapons instead to really get value out of Yogg.
Warlock: While having a decent variety of spells, most of the spells are low impact compared to other classes and mechanics like Discard and drawing to fatigue via hero power make this class rather a weak contender for Yogg.
Paladin: No particular weakness when compared with warrior, paladins still tend to hold many minions and weapons as their class cards with many spells with weak impact diluted by 1 mana secrets. Mysterious Challenger lost avenge, early game and doesn't count as playing spells when played. Losing Muster for Battle also makes the spell count for paladin rather limited. Spells like Divine Favor or blessings favor aggro decks that ignore Yogg mechanics.
Atm I'm very excited to make the most viable deck as possible for Yogg-Saron, Hope's End as though he can be random, with enough spells the higher than average chance for beneficial effects to occur than negative effects will cause him to be overall good. I plan to make him work in shaman but I'm sure mage, rogue, priest and perhaps even hunter will have some success with as well. Particularly spell heavy classes with both removal and utility spells.
Neutral Support Cards Theorized to play in the deck:
-Direct Support (Add Spells)-
Nefarian: Creates spells for your deck, even if they both suck, you get 2 spells added to Yogg-Saron and extra potential value. Unlike most cards that add cards to your hand, Nefarian guarantees you will receive spells. Ideally you must have a weapon in your deck and to a lesser degree spell damage to be able to use any spell stole. Deadly Poison requires a weapon to even be cast and cards like Shield Slam essentially become a 1 mana ping with spell damage even if you cannot obtain armor. Generally a dead card against aggro sadly, Nefarian doesn't synergize well with most other dragon decks. Incredibly helpful vs Lord Jaraxxus with the ever looming threat of Sacrificial Pact.
Nexus-Champion Saraad: Much like Nefarian, Saraad is guaranteed to create spells which synergize with Yogg. While likely to die after the first activation you generally get some kind of value out of the spell you create and the removal you force your opponent to use. Absurdly good in top deck wars and not utterly unplayable as a tempo 5 drop vs heavy aggro (especially if it nets you a heal or removal).
Ysera: 3/5 Dream cards are spells. Arguably better or worse stat line than Nefarian. Will often only get 1 card before removed, Nef pulls 2 spells always while Ysera may never net you a single one.
Arch-Thief Rafaam: Not a great body but nets you a spell, even though it costs 10 it's still a spell.
Jeweled Scarab: Depending on your class, this card has huge potential to pull a spell (especially with class probability bonus) but due to it's situational nature will often force you to pick a minion or utility card instead of a spell, all neutrals are duds for Yogg.
-Indirect Support (interact or Synergize with spells)-
Mana Addict: Indirect support card, synergizes with spell heavy decks similar to those Yogg would play. Mostly for rogue combos but you'll generally win the game using an Addict Combo.
Violet Teacher: Curve 4 drop that grants a board when used in tandem with utility spells.
Summoning Stone: Rather weak on it's own, a full spell deck running Yogg might consider running a copy even if doubtful.
Wild Pyromancer: Great for AoE Clear early on, works great with spell themed decks.
Class Support Cards:
-Mage-
Utility and Removal Spells: The king of spell count, many are utility spells and Removal such as Fireball
Ethereal Conjurer: Creates a spell to cycle itself on top of the 6/3 body with some flexibility
Cabalist's Tome: if you can play all of the spells you get 4 spells for 1 card! Crazy Yogg value especially in a fatigue game. Always getting spells makes this card a no-brainer addition to a Yogg deck.
Rhonin: Makes 3 spells on a decent body, probably better than Nefarian for mage but arcane missiles don't offer much additional value.
Archmage Antonidas: Can make infinite fire balls, but requires an initial spell and turn set up to preform. If you get enough spell rotations for Yogg value you probably already win the game
-Rogue-
Thistle Tea: Creates more copies of spells while being a spell itself. It allows for draw without milling yourself from Yogg.
Headcrack: Repeatable spell throughout the game. Sadly a poor quality spell itself.
The Coin based Cards: Tomb Pillager and Cutpurse add the coin which is counted as a spell.
Plethora of removal and utility cards: Shadow Strike is premium removal and the class has tons of it in general, too many to list in entirety. Journey Below, Preparation and weapon buffs are some of the many great utility spells for rogue.
Burgle/Undercity Huckster: Almost all spells are class cards, depending on the class you're likely to steal spells but not guaranteed to get spells.
Xaril, Poisoned Mind: A cheaper Toshley with better spell cards and a weaker body. Great for 2 free spells.
-Druid-
Raven Idol: 2 spells in one with both a cheap cost and flexibility.
Wild Growth: Ramps up to 10 mana counting as a spell or acts as 2 spells and a situational draw at 10 mana making it the very ideal conditional draw for Yogg-Saron
-Priest-
Thoughtsteal/Mind Vision/Shifting Shade: mostly spells on their own they have the chance to steal more spells to set up for Yogg. While like rogue class theft you have a chance to steal spells, this effect often takes higher quality cards put into decks on purpose but includes neutral cards which are always minions vs rogues who steal only class cards that aren't included making spells more likely to get.
Utility spells, Removal and buffs: Priest has countless high quality utility/removal spells such as Embrace the Shadow, Shadow Word: Death and Power Word: Shield
Board summoning spells: Spells like Forbidden Shaping, Resurrect and Mindgames fit this category. Many are decent
-Shaman-
Far Sight: Played in a Yogg deck you'll often ramp another card getting a delayed innervate. When this card replaces itself with a 3 mana card you get a free spell and play with a 28 card deck.
Feral Spirit: High impact board effecting spell.
Hallazeal the Ascended: Confirmed to work with Yogg, while unlikely to survive on the board it's not unfathomable in a top deck war or very late game. Synergizes with the deck in general and can net you a full health swing.
Utility/Removal Spells: Shaman is equiped with an arsenal of Spells, removal spells such as Hex or Lightning Bolt and utility spells like Evolve, Ancestral Spirit or Lava Shock that serve utility purpose and count as a spell. The class is full of them
-Hunter-
Explorer's Hat: Cheap repeatable buff card that has board impact. Combine with ways to duplicate itself this could lead to an utterly HUGE 20+ spell Yogg easily with a decent card on it's own.
Lock and Load: A deck theme to play a large collection of spells as a bundle to refill your hand. Doesn't guarantee hunter spells in return and hurt greatly by the nerf on Hunter's Mark but can potentially combo a chain of spells for end game Yogg
Anti-Synergy:
Card draw is not ideal with a mass spell deck, the less the better imo. Yogg will often draw you quite a few cards though some means, be it Arcane Intellect, Ancestral Knowledge, Holy Wrath or plenty of other effects. When fatigue is a factor at hand, just enough card draw for a deck to operate seams ideal.
Lorewalker Cho: Recks Yogg Decks that rely on spells for everything.
Gadgetzan Auctioneer: RIP deck.
Warrior: Doesn't have enough spells and too many weapons instead to really get value out of Yogg.
Warlock: While having a decent variety of spells, most of the spells are low impact compared to other classes and mechanics like Discard and drawing to fatigue via hero power make this class rather a weak contender for Yogg.
Paladin: No particular weakness when compared with warrior, paladins still tend to hold many minions and weapons as their class cards with many spells with weak impact diluted by 1 mana secrets. Mysterious Challenger lost avenge, early game and doesn't count as playing spells when played. Losing Muster for Battle also makes the spell count for paladin rather limited. Spells like Divine Favor or blessings favor aggro decks that ignore Yogg mechanics.
VS
sorry man i did not read i just clicked and saw all that text