Well met! With the Boomsday Project finally having been released for two weeks now, I've seen amazing creations from the communities I've read through and have also asked various people their thoughts on the expansion. Overall it was positive and I feel that the new decks have impacted Wild in a huge way. One thing that probably surprised the entire community was the success of Mecha'thun. Not only was it not too slow or had a demanding requirement, but it was also very easily pulled off by multiple classes. Priest having the easiest time. But enough about the new cards. Let's reminisce to ye olde days, back two years ago when we first got our encounter with the four powerful Old Gods. N'zoth, Y'shaarj, C'thun, and Yogg-Saron.
And that fourth Old God, the one that got struck by the nerfhammer itself, the one complained most about on Reddit, the one the entire community had a love-hate relationship with is who I want to discuss in our deck today. This list was a blast to play and it really was exciting when he didn't blow himself up. I present to you: Yogg Druid.
Now the first glaring oddity you may see is that Yogg is our only minion. Well, yes that is why I built the deck after all. To embrace the madness that is the God of Death. Now while this deck may look like a fragile shell, I can ensure you it is armored to the teeth(heh, get it?). We have countless cards that either produce us defenders, punish aggression, or make us that little bit harder to kill. And if our lord and saviour fails us, we have a back up play in our large green men. As long as we can get more armor over and over again, we are guaranteed to survive the late game. And I've done the numbers, this deck with all its armor gain can stack a maximum of 40 armor. That isn't even accounting for Ferocious Howl and any armor Yogg may grant us.
Now granted the list isn't the best and could use another tool or two. Mainly, Floop and his Gloop. I failed to open either of these in my pack openings and it saddens me. Floop's Glorious Gloop in this deck would allow us to chain together spells after a massive board wipe with Poison Seeds and Starfall while the Doctor would allow us to have a second go at things.
Now there is the question of when to be reactive and when to be passive. The deck's reactiveness comes from its dislike of getting punched in the face too many times, therefore aggressive strategies are when you should be playing your removal and other defensive tools. Being passive however is when you see that your opponent isn't doing much either. That can only mean two things; he's either a Combo or a Control deck(or he's AFK and left). And while this deck does do okay against most control decks, it suffers against combo decks as those happen usually on a single turn and all you can do is hope you've gained enough armor to withstand the damage.
I do want to do a segment on the Green Men though before I end this. The larger and larger men serve two purposes in this deck. As board presence, and as a counter to both fatigue and your spell count. The times you'll be relying on this 1-mana spell will be more often that you think. So it would be wise to keep track of how many Idols you've shuffled, and how many you've played as this could spell your doom in the long game. So the trick I like using is to use the first Idol as a Summon. Then shuffle three on the second one. This makes counting all the copies a lot easier and so much harder to make a misplay. Granted still be wary that these also count as defensive tools. So if your opponent has minions on board, use them for value trades since most of them are dispensable in the long run.
And on that note, I have but one thing left to say: PRAISE YOGG. Good luck(really) and have fun everybody!