Mulligans
Intro:
I’ve been toying with warrior combo decks involving Commanding Shout and Wild Pyromancer since the beginning of Hearthstone. Grim Patron offered abuse potential, but more efficient versions existed. There always lacked an end game… sure it was fun to make the board clear by playing a bunch of spells, and trying to pump self harm minions, but it was too rare to get truly competitive value…
Enter Yogg
This deck is one of the most fun I’ve played since starting Hearthstone. The deck has many components and many ways of presenting itself. I think that Patron is still very viable even with the loss of death’s bite, and I think it allows Wild Pyromancer to finally take a step in.
The deck is sneaky; in that players think you are playing Patron Warrior, and they go all out to take out your Patrons. Once you get to late game (which is easy with all the removal and armor), you drop your Yogg-Saron, Hope's End. Every time you drop this god you lean in a little closer to the screen to see what he’s going to bring ya, it’s like some kind of weird tentacle filled X-mas morning… So far my experience is positive with the randomness of the spells, but it’s always a grab bag.
Gameplay:
Early game is composed of armoring up a la hero power and Shield Block , or maintaining a clean board with Fiery War Axe, Slam and Bash. With all of the AoE effects, it’s perfectly ok to burn a Whirlwind or Revenge , or even drop a Wild Pyromancer with Blood To Ichor, which can quickly turn a tide.
Mid game consists of drawing with Gnomish Inventor or setting up for Grim Patron with Elise Starseeker . Also, more spellllllls. Getting full value out of your spells isn’t even integral, as they have embedded value in being cast. For example, don’t feel the need to get the draw from slam or the slime from blood… If something needs to be removed to get you to the end, that’s more important.
Late game is Emperor Thaurissan in to plenty of spells if you didn’t have to spend them early game. It’s not uncommon to have a big hand full of spells and a wild pyro with Commanding Shout, which can completely clear a board.
Final play is to drop Yogg-Saron, Hope's End. I often get 10 spells out of him. “Astounding!”
Debateable cards and further testing:
– More draw? add more Commanding Shout and Battle Rage? the trick I’ve run in to with this is the general lack of minions. drawing 2 with battle rage is ok for me and easy to do, and commanding shout can be bad without a pyro. Perhaps on their own, they are more dead than what I would take out… Revenge?!?
– inner rage or shield slam? so far, I haven’t felt the need for the shield slam removal and am getting to the late game without it, and inner rage helps activate patron and wild pyro with ease. More testing needed.
Comments and ideas much appreciated! ave fun with this one