Thanks! I’m not sure yet if an Okani version of Handbuff Paladin is superior to the regular one but playing with Okani is a super fun for sure! More disruption means I’d say it’s better against Control and Combo and maybe a bit worse against aggro than a non-Okani Handbuff list. He has definitely felt good and wins games by himself, and I think Handbuff Paladin is one of the best lists he can fit in in Wild.
They’re both good at different things, I’d personally choose Nozdormu since ramping up allows you to run a higher curve and beat aggro with big minions and disrupt combos faster.
Kazakusan is more than enough, Shudderwock repeats his Battlecry each time the deck has few cards left. Since you go infinite with the Shudderwocks, the deck size keeps going down to 0 but then getting set back to 10 whenever it gets low.
I have like 50 decks I think are pretty interesting all developed and refined, I was artificially limiting the output to once a week but am thinking of trying to expand it to 2 or 3 and see the outcome.
Very glad you like it, thanks for sharing your experience with it! Mr. Smite seems like a great idea for more burst and pressure potential, both with N’Zoth and with all the potential buffs and handbuffs.
If you like Yogg, then why not play him as many times as possible in one game?
With this deck, you can potentially have his effect for an infinite number of times (limited by the turn timer of course).
Compared to decks like Yogg Mage, Yogg Druid, and Yogg Hunter where Yogg is only played once or a maybe few times with some copy effects, Yogg Shaman is the best Yogg deck because you can simply get his effect many more times per game. Even compared to Yogg Rogue where you can shuffle 40 Yoggs into your deck with Togwaggle's Scheme, this deck is better because it can consistently get more than 40 Yogg effects and is much more resilient to the problem of Yogg overdrawing you into fatigue.
Packages
Infinite Yogg-Sarron Package (necessary to get Yogg's effect for an infinite number of times)
Shudderwock - replays battlecries and is used to go infinite and replay Yogg's battlecry many times per game.
Corrupt the Waters - this quest will be completed naturally by playing the battlecry cards in the deck, you need the hero power to have a higher chance of going infinite with Shudderwock.
The way this deck goes infinite with Yogg-Saron, Hope's End effects is by playing infinite Shudderwocks and having Shudderwock play Yogg's battlecry. For the first time you play Shudderwock, make sure you have played Grumble, Worldshaker and a Saronite Chain Gang at a minimum beforehand, and that you have the hero power from Corrupt the Waters. On the Shudderwock turn or before, play Tour Guide to get a free hero power, and then use the hero power and Shudderwock in one turn. Alternatively, you can use Lightning Bloom instead of Tour Guide to be able to hero power and play Shudderwock in the same turn. This will guarantee your Shudderwock going infinite, but you can play Shudderwock without the hero power and still have a chance. You can play Yogg-Saron, Hope's End either before or after your Shudderwock turn, and afterwards keep using your zero cost hero power (each Shudderwock will make it cost zero again) and play your Shudderwocks which will keep generating new ones and replaying Yogg's battlecry. It's usually better to play Shudderwock before Yogg-Saron, Hope's End to get multiple copies of Shudderwock in hand because Yogg's battlecry can destroy a Shudderwock before it gets to duplicate itself and add copies to your hand. Try to keep your hand size low when you play him so that there is room for copies to go into your hand. One final note is that if you are against a deck with low pressure and have drawn Yogg, you can play Shudderwock for many turns to keep filling up your deck with cards from the Anti-Fatigue package battlecries. Then when your deck is at the limit, 60 cards, you can play Yogg and then the Shudderwock chain and it will keep going for quite a while.
Anti-Fatigue Package (prevents fatigue damage during your infinite Yogg turns)
Body Wrapper - shuffles a card into your deck and helps prevent fatigue
Baleful Banker - shuffles a card into your deck and helps prevent fatigue
This package is incredibly important to this deck. When you are playing Shudderwocks to get the Yogg effect each time, Yogg can draw cards from your deck. Over time, this will kill you due to fatigue damage unless you can shuffle more cards into your deck. As many copies of Body Wrapper and Baleful Banker should be played as possible given the amount of pressure you are facing from your opponent before going into your infinite Yogg turns, so that each time you play Shudderwock for the Yogg effect it also uses those battlecries to shuffle cards into your deck and thus help prevent fatigue. These cards also help complete your quest. Try to play Baleful Banker with no friendly minions on the board because you don't want extra cards in your deck while you are still trying to draw your combo pieces of the Infinite Yogg-Sarron package. Also, be aware that shuffling a card into your deck will randomize the deck order so don't play these after Lorekeeper Polkelt until you have drawn the cards you need.
Card Draw and Spells Package (Cards to draw through your deck quickly and get to your combo including useful spells drawn by Spirit of the Frog)
Spirit of the Frog - draws cards, the spells below synergize with this to draw a spell of higher cost.
Lightning Bloom - can be useful to get to an important card faster and also to boost the amount of mana during a Spirit of the Frog turn.
Lorekeeper Polkelt - doesn't actually draw any cards but he will put your key combo pieces on top of your deck.
Spirit of the Frog is a great card that lets you draw through your deck very quickly. In addition, you can predict the next card you are going to draw from it. An important point is that you should not try to maximize the number of spells you cast with Unstable Evolution, because if the spell count is too high then Yogg will draw more cards on average than the Anti-Fatigue package can shuffle in to your deck, which might cause you to die from fatigue. Around 10 spells from both Unstable Evolutions is a good limit. Primal Dungeoneer is another great card to draw spells and Grumble, Worldshaker.
General Gameplan
Mulligan for Spirit of the Frog, Questing Explorer, Primal Dungeoneer, and Armor Vendor. Draw cards to get to your Infinite Yogg-Sarron package and play those cards while naturally completing your quest through playing battlecry cards including the Anti-Fatigue package. Finally, play the combo described in the Infinite Yogg-Sarron package and keep playing Shudderwocks each turn that will each replay Yogg's effect twice due to the quest hero power. Sit back and enjoy!
Final Thoughts
This is an incredibly fun deck to see the power of Yogg-Saron, Hope's End. You can swing for lethal early on if he makes you a board or keep the Yogg effect going for as long as you want and have Shudderwocks to play (although this deck can go infinite, if Yogg decides to discard your hand and transform your deck, then there is not much you can do – however one of the Anti-Fatigue package cards might shuffle a Shudderwock into your deck so if your hand is discarded a Shudderwock may be in your deck). Other than playing this deck in casual or ranked, it might be fun to play a friend match with it, letting your opponent borrow this deck, and then agree to not do any direct face damage and let Yogg decide the outcome of the match.
I hope you enjoy this deck and that this guide is helpful! If you have any questions, suggestions, or stories about this deck, please comment below.
For anyone who reads this series - please let me know your thoughts on increasing the rate of articles! To for example 2 or 3 a week on average.
Would this be too much and an overload or would that be something you’d like?
My dream is to have 100 Wild off meta decks with full guides that are all updated (both decks and guides) each expansion and miniset, and increasing the output will help that happen faster.
Anyone who reads this series - please let me know your thoughts on increasing the rate of articles! To for example 2 or 3 a week on average.
Would this be too much and an overload or would that be something you’d like?
My dream is to have 100 Wild off meta decks with full guides that are all updated (both decks and guides) each expansion and miniset, and increasing the output will help that happen faster.
Yeah that one is for fun and this one has a high winrate to Legend and is way stronger. Righteous Defense is better, it's like a 3 mana removal for a big minion plus many of your minions benefit from handbuff.
Don't think of this as a control deck, it's a Reno deck that wins with board pressure.
Nice, you played Reno Paladin before it was cool! Glad this decklist could help with ideas, I love decks that last for months or years and keep being updated. It's like a journey or evolution of a deck that's interesting to see.
Kangor is definitely not core. Thekal and Molten Giant are very powerful for highrolls but you can put in some generally good anti-aggro and early game cards and still do well with it.
yeah that’s what I suspected, I have bugs with messaging either receiving them or sending them too
I’m not sure what the solution is,seems like a bug they have to fix at some point?
Portrait: Judgement Uther
Cardback: Titanic Tasks
Thanks! I’m not sure yet if an Okani version of Handbuff Paladin is superior to the regular one but playing with Okani is a super fun for sure! More disruption means I’d say it’s better against Control and Combo and maybe a bit worse against aggro than a non-Okani Handbuff list. He has definitely felt good and wins games by himself, and I think Handbuff Paladin is one of the best lists he can fit in in Wild.
He is a pretty core card for any Handbuff Paladin. You can put in Overlord Runthak or Smuggler's Run though.
### Turbo Neeru Warlock
# Class: Warlock
# Format: Wild
#
# 2x (1) Mortal Coil
# 2x (1) Touch of the Nathrezim
# 2x (1) Unstable Felbolt
# 2x (2) Darkbomb
# 2x (2) Defile
# 2x (2) Drain Soul
# 2x (2) Nether Breath
# 2x (2) Soul Shear
# 2x (3) Dark Skies
# 1x (3) Demonwrath
# 2x (3) Free Admission
# 2x (3) Full-Blown Evil
# 2x (3) School Spirits
# 2x (4) The Dark Portal
# 1x (5) Neeru Fireblade
# 1x (6) Hemet, Jungle Hunter
# 1x (8) Kazakusan
#
AAEBAf0GBP0RnccC8+0DhLAEDcQIrRDnywKizQLrrAPsrAO/uQO9vgOsywPN0gOV3gOD+wPbowQA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
I’d put in a Northshire Cleric as a turn 1 play and card draw. Good synergy with healing and Gift of the Naaru.
This one is purely for fun it’s not going to be able to climb after a certain point.
Yeah that’s a good sub. Nozdormu has a more unique effect and is really hard to sub.
They’re both good at different things, I’d personally choose Nozdormu since ramping up allows you to run a higher curve and beat aggro with big minions and disrupt combos faster.
Kazakusan is more than enough, Shudderwock repeats his Battlecry each time the deck has few cards left. Since you go infinite with the Shudderwocks, the deck size keeps going down to 0 but then getting set back to 10 whenever it gets low.
### Treant Druid
# Class: Druid
# Format: Wild
#
# 2x (0) Lightning Bloom
# 2x (1) Mark of the Lotus
# 2x (1) Sow the Soil
# 2x (1) Treenforcements
# 2x (2) Composting
# 2x (2) Jerry Rig Carpenter
# 2x (2) Shrubadier
# 1x (3) Guff Runetotem
# 2x (3) Landscaping
# 2x (3) Savage Roar
# 2x (4) Garden Gnome
# 2x (5) Aeroponics
# 2x (5) Arbor Up
# 2x (5) Force of Nature
# 1x (7) Goru the Mightree
# 2x (9) Mulchmuncher
#
AAEBAdfXAwL3rQP77QMO5gXNuwK//QLtogP8rQP+rQP/rQPw1AOM5APs9QOB9wOwgATdnwS1oAQA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Nozdormu the Timeless is pretty important for ramp, then you can play Amber Watcher as another dragon and Redscale Dragontamer.
For the second one either Lord Barov or Varian, King of Stormwind are about equally important.
I have like 50 decks I think are pretty interesting all developed and refined, I was artificially limiting the output to once a week but am thinking of trying to expand it to 2 or 3 and see the outcome.
Very glad you like it, thanks for sharing your experience with it! Mr. Smite seems like a great idea for more burst and pressure potential, both with N’Zoth and with all the potential buffs and handbuffs.
If you like Yogg, then why not play him as many times as possible in one game?
With this deck, you can potentially have his effect for an infinite number of times (limited by the turn timer of course).
Compared to decks like Yogg Mage, Yogg Druid, and Yogg Hunter where Yogg is only played once or a maybe few times with some copy effects, Yogg Shaman is the best Yogg deck because you can simply get his effect many more times per game. Even compared to Yogg Rogue where you can shuffle 40 Yoggs into your deck with Togwaggle's Scheme, this deck is better because it can consistently get more than 40 Yogg effects and is much more resilient to the problem of Yogg overdrawing you into fatigue.
Packages
Infinite Yogg-Sarron Package (necessary to get Yogg's effect for an infinite number of times)
Yogg-Saron, Hope's End - the master of RNG.
Shudderwock - replays battlecries and is used to go infinite and replay Yogg's battlecry many times per game.
Corrupt the Waters - this quest will be completed naturally by playing the battlecry cards in the deck, you need the hero power to have a higher chance of going infinite with Shudderwock.
Grumble, Worldshaker - during your Shudderwock turns, adds a 1 cost copy of Shudderwock to your hand and helps it go infinite.
Saronite Chain Gang - its battlecry is used to generate copies of Shudderwock during a Shudderwock turn which can then go into your hand using Grumble, Worldshaker's battlecry.
Tour Guide - makes your Corrupt the Waters hero power cost zero for the first Shudderwock turn.
Lightning Bloom - can use this during your first Shudderwock turn to hero power first in case you haven't drawn Tour Guide.
The way this deck goes infinite with Yogg-Saron, Hope's End effects is by playing infinite Shudderwocks and having Shudderwock play Yogg's battlecry. For the first time you play Shudderwock, make sure you have played Grumble, Worldshaker and a Saronite Chain Gang at a minimum beforehand, and that you have the hero power from Corrupt the Waters. On the Shudderwock turn or before, play Tour Guide to get a free hero power, and then use the hero power and Shudderwock in one turn. Alternatively, you can use Lightning Bloom instead of Tour Guide to be able to hero power and play Shudderwock in the same turn. This will guarantee your Shudderwock going infinite, but you can play Shudderwock without the hero power and still have a chance. You can play Yogg-Saron, Hope's End either before or after your Shudderwock turn, and afterwards keep using your zero cost hero power (each Shudderwock will make it cost zero again) and play your Shudderwocks which will keep generating new ones and replaying Yogg's battlecry. It's usually better to play Shudderwock before Yogg-Saron, Hope's End to get multiple copies of Shudderwock in hand because Yogg's battlecry can destroy a Shudderwock before it gets to duplicate itself and add copies to your hand. Try to keep your hand size low when you play him so that there is room for copies to go into your hand. One final note is that if you are against a deck with low pressure and have drawn Yogg, you can play Shudderwock for many turns to keep filling up your deck with cards from the Anti-Fatigue package battlecries. Then when your deck is at the limit, 60 cards, you can play Yogg and then the Shudderwock chain and it will keep going for quite a while.
Anti-Fatigue Package (prevents fatigue damage during your infinite Yogg turns)
Body Wrapper - shuffles a card into your deck and helps prevent fatigue
Baleful Banker - shuffles a card into your deck and helps prevent fatigue
This package is incredibly important to this deck. When you are playing Shudderwocks to get the Yogg effect each time, Yogg can draw cards from your deck. Over time, this will kill you due to fatigue damage unless you can shuffle more cards into your deck. As many copies of Body Wrapper and Baleful Banker should be played as possible given the amount of pressure you are facing from your opponent before going into your infinite Yogg turns, so that each time you play Shudderwock for the Yogg effect it also uses those battlecries to shuffle cards into your deck and thus help prevent fatigue. These cards also help complete your quest. Try to play Baleful Banker with no friendly minions on the board because you don't want extra cards in your deck while you are still trying to draw your combo pieces of the Infinite Yogg-Sarron package. Also, be aware that shuffling a card into your deck will randomize the deck order so don't play these after Lorekeeper Polkelt until you have drawn the cards you need.
Card Draw and Spells Package (Cards to draw through your deck quickly and get to your combo including useful spells drawn by Spirit of the Frog)
Spirit of the Frog - draws cards, the spells below synergize with this to draw a spell of higher cost.
Lightning Bloom - can be useful to get to an important card faster and also to boost the amount of mana during a Spirit of the Frog turn.
Unstable Evolution - can be used multiple times to feed your Yogg-Saron, Hope's End so that it can cast more spells each battlecry. Good synergy with Saronite Chain Gang.
Maelstrom Portal - helps you survive to your combo turn.
Tidal Surge - good removal and heal.
Primal Dungeoneer - draws a spell and will also draw Grumble, Worldshaker since all your spells are in the nature spell school.
Bloodmage Thalnos - draws a card and makes Maelstrom Portal and Tidal Surge more effective.
Lorekeeper Polkelt - doesn't actually draw any cards but he will put your key combo pieces on top of your deck.
Spirit of the Frog is a great card that lets you draw through your deck very quickly. In addition, you can predict the next card you are going to draw from it. An important point is that you should not try to maximize the number of spells you cast with Unstable Evolution, because if the spell count is too high then Yogg will draw more cards on average than the Anti-Fatigue package can shuffle in to your deck, which might cause you to die from fatigue. Around 10 spells from both Unstable Evolutions is a good limit. Primal Dungeoneer is another great card to draw spells and Grumble, Worldshaker.
General Gameplan
Mulligan for Spirit of the Frog, Questing Explorer, Primal Dungeoneer, and Armor Vendor. Draw cards to get to your Infinite Yogg-Sarron package and play those cards while naturally completing your quest through playing battlecry cards including the Anti-Fatigue package. Finally, play the combo described in the Infinite Yogg-Sarron package and keep playing Shudderwocks each turn that will each replay Yogg's effect twice due to the quest hero power. Sit back and enjoy!
Final Thoughts
This is an incredibly fun deck to see the power of Yogg-Saron, Hope's End. You can swing for lethal early on if he makes you a board or keep the Yogg effect going for as long as you want and have Shudderwocks to play (although this deck can go infinite, if Yogg decides to discard your hand and transform your deck, then there is not much you can do – however one of the Anti-Fatigue package cards might shuffle a Shudderwock into your deck so if your hand is discarded a Shudderwock may be in your deck). Other than playing this deck in casual or ranked, it might be fun to play a friend match with it, letting your opponent borrow this deck, and then agree to not do any direct face damage and let Yogg decide the outcome of the match.
I hope you enjoy this deck and that this guide is helpful! If you have any questions, suggestions, or stories about this deck, please comment below.
For anyone who reads this series - please let me know your thoughts on increasing the rate of articles! To for example 2 or 3 a week on average.
Would this be too much and an overload or would that be something you’d like?
My dream is to have 100 Wild off meta decks with full guides that are all updated (both decks and guides) each expansion and miniset, and increasing the output will help that happen faster.
Anyone who reads this series - please let me know your thoughts on increasing the rate of articles! To for example 2 or 3 a week on average.
Would this be too much and an overload or would that be something you’d like?
My dream is to have 100 Wild off meta decks with full guides that are all updated (both decks and guides) each expansion and miniset, and increasing the output will help that happen faster.
Yeah that one is for fun and this one has a high winrate to Legend and is way stronger. Righteous Defense is better, it's like a 3 mana removal for a big minion plus many of your minions benefit from handbuff.
Don't think of this as a control deck, it's a Reno deck that wins with board pressure.
Nice, you played Reno Paladin before it was cool! Glad this decklist could help with ideas, I love decks that last for months or years and keep being updated. It's like a journey or evolution of a deck that's interesting to see.
Kangor is definitely not core. Thekal and Molten Giant are very powerful for highrolls but you can put in some generally good anti-aggro and early game cards and still do well with it.