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Yogg and Load Hunter No LoE/Kara Standard Deck

Last updated on Jul 11, 2016 at 16:29 by Sottle 17 comments

Table of Contents

The following guide outlines how to play Yogg and Load Hunter. The deck is an extremely fun Control build that uses Lock and Load as a win condition to overwhelm the opponent with card advantage. If all else fails, you can fall back on Yogg-Saron, Hope's End which is at its most explosive in this deck due to the enormous number of spells.

The original build of this deck was pioneered by Liquid's Savjz but has been adapted in many forms including this one.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Yogg and Load Hunter No LoE/Kara Standard Deck

Our deck costs 3,980 Arcane Dust and it is made up of the following cards.

Hunter Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Yogg and Load Hunter is an incredibly fun Control deck that aims to take advantage of Lock and Load and Hunter's numerous powerful removal spells to stall the game for as long as possible. In previous expansions decks that followed this format would often be lacking in an actual win-condition, but through the outstanding Call of the Wild and the explosive Yogg-Saron, Hope's End Hunter now has a way to dominate the late-game after reaching it.

Since the deck plays almost no minions, you are relegated to playing the game with removal options in order to control the board. The only early-game minion in the deck is King's Elekk which is included as a single copy in order to draw you your two key minions with greater consistency. Since only Emperor Thaurissan and Yogg-Saron, Hope's End are included in the deck as additional minions you are extremely likely to win the subsequent Joust and draw one of your win-conditions.

Rationing out your removal in this deck is the key to success. Unlike most Control decks you have no way to restore health meaning that any damage you take is of great significance. Generally you should use your removal as it is appropriate to address the threats your opponent presents to you, but you should keep some consideration in mind for Lock and Load which is one of the key components of the deck. In particular cheap Spells such as Hunter's Mark, On the Hunt, and Tracking should be reserved for Lock and Load especially if you have it in hand. On top of this you should endeavor to save The Coin if you have it as this represents another card gained from Lock and Load. Tracking is particularly effective as it not only functions as a spell itself but can allow you to pick up an additional cheap spell from your deck.

If you have Emperor Thaurissan in hand this can be used to increase the efficacy of your Lock and Load turn by discounting all the spells in your hand and allowing you to fit additional spells into a single turn. On top of this Emperor Thaurissan can also buy you some time as your opponent will often be forced to trade into it because of the threat it represents. Drawing Emperor in good time is extremely important which is why King's Elekk is so important as it allows you to increase the number of games you draw it in. Emperor Thaurissan can also be used to discount the cost of Call of the Wild allowing it to come into play earlier in matchups where you do not have time to wait until turn 8 before fighting back on the board.

Although usage of Lock and Load can provide you with enormous card advantage it does not always serve as a win condition. The cards you are granted will often be sub-par or simply more removal options. Due to this, the deck includes Call of the Wild and Yogg-Saron, Hope's End as potential win-conditions. Call of the Wild is a card that represents enough power to win some games single-handedly. In many games the small amounts of damage you gain through use of your Hero Power, Eaglehorn Bow and Explosive Trap will be enough for Call of the Wild to represent the threat of lethal damage to your opponent. However, since you play so few minions in the deck, your opponent will often have removal options saved up in their hand ready to deal with the threat. Due to this you will often have to rely on a second Call of the Wild, Yogg-Saron or burst damage such as Unleash the Hounds or Quick Shot to seal the game.

This deck plays Yogg-Saron, Hope's End as a final fallback to be able to retrieve lost board states or make a last grab for lethal damage. The timing of Yogg-Saron is crucial, ideally you want to play Yogg-Saron on a board where only your opponent has minions in play to maximise the chances of removal spells going to favourable targets. Despite this, if you hold on too long, then even Yogg-Saron will often be unable to catch you up unless your are lucky enough to cast Twisting Nether or DOOM!. If you are playing Yogg-Saron on a board with friendly minions it is usually correct to make the attacks with them first. However, this decision is dictated by the goal of your turn. If you are simply trying to clear the board then attacking with your minions first is usually correct, but if you are trying to kill your opponent as a last resort then having a minion in play that can be buffed for extra damage can mean that waiting to try and attack afterwards is correct.

When waiting for a Yogg-Saron turn to resolve, you can often gain some clues about what spells have been cast by looking at the UI. This is important since Yogg will often take the length of the entire turn to resolve all of its Spell casting, this means you will need to commit to certain further actions in order to get them through before the turns ends. As soon as you play Yogg-Saron any minions that have a green border are still alive and able to attack. The same applies for your Hero and will indicate if a spell such as Bite or Heroic Strike has been cast. On top of this any Spells in your hand that turn green are castable and will indicate that Preparation has been cast. Finally you can target any available attacks at enemy minions on the board to see if they are still alive and targettable, or will die by the end of the turn. Use all this information to plan your remaining actions accordingly.

3.1. Mulligans & Matchup Specific Strategies

King's Elekk should be kept in every matchup both to provide you with some early board presence to combat your opponent's early minions as well as draw you one of your power cards. On top of this you should keep Quick Shot, Animal Companion and Eaglehorn Bow. Eaglehorn Bow can provide you with a lot of long-term value due to the high number of Secrets in this deck.

Against Aggro your goal is simply to remove your opponent's threats as efficiently as you possibly can. Against an Aggro deck such as Zoo you can keep additional cards like Unleash the Hounds and Explosive Trap to counteract their board flooding strategy. You will need to play for survival first and foremost and try and stabilise the game until you can use Call of the Wild to seize the board.

Against Control decks you will need to play the game extremely greedily. The goal is to activate the biggest Lock and Load turn possible in order to maximise the amount of resources you have access to over the course of the game. If you are able to gain access to enough extra cards then you will often be able to outlast many Control decks as they will not have enough resources themselves in order to combat them. Yogg-Saron is your final win-condition in these matchups, but timing it is still important. You should not wait too long to activate your Yogg-Saron since it has a high a likelihood of drawing you cards, which can cause you to take too much fatigue damage if you wait too late in the game.

3.2. Card Swaps

Powershot or Multi-Shot can be removed from the deck in favour of Harrison Jones in order to counteract weapon classes more effectively.

4. ChangeLog

  • 11 Jul. 2016: Moved to Unique decks
  • 31 May 2016: Deck added.
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