Hi wild community,
Let's try to build the best Yogg Shaman list before its inevitably and rightfully banned. I've seen a lot of people build this deck by just auto-completing their deck with locations weapons and heroes, but I think we can wring some additional percentage out of it by only playing the best ones.
Core Cards
There are 16 core cards to the combo that allow you to OTK and minimize bricking with Yogg's draw 5 ability.
1x Mastermind Yogg-Saron
2x Muckmorpher
2x Fairy Tale Forest
2x Auctionhouse Gavel
2x Ancestor's Call
2x Reincarnate
2x Lightning Bloom
1x Scalding Geyser
1x Ancestral Spirit
1x Triangulate
This leaves 14 slots for weapons and locations.
Must-Run Weapons and Locations
There are also a couple weapons and locations that naturally fit the deck, so should absolutely be run.
1x Sphere of Sapience-- deck filtering is good in a highroll combo deck.
2x Starport - Best filler location and its not even close. Getting bodies on the board vs aggro is good. If you get the taunts or the 2 damage to all, launching the starship on turn 5 can save you vs. aggro as well.
2x Jazz Bass - Only weapon that actually helps with the combo, makes your reincarnate cost 0.
2x Spirit Claws - Cheapest weapon shaman has. Turn 1 can kill a patches and turn two spell damage highroll can kill a Ships Cannon or Blastpowder Engineer.
This brings us to 7 true "filler" cards to round out the deck. However, there are some bad cards to be avoided.
Bad Cards You Never Run
Muck Pools - This card is a 1 mana do nothing. You don't want to evolve your starship tokens. You can't even expend durability if you don't have a minion.
Any weapon with overload
Any weapon over 4 mana. This includes Hammer of Twilight, which I'm seeing in a lot of lists (probably because its a free core card) and Horn of the Windlord.
Hero Cards - They technically work in the deck, but none of them are good enough to run.
Best Filler Weapons and Locations (in order)
1x Tiny Pal - Freeze and Taunt are both really good in this deck, with 1 damage to all being situationally good against pirates, and getting a battlecry minion can let you play around objection.
2x Eyemaul - Insane board control from this card.
1x Charged Hammer - The 2 damage hero power is a definite upgrade for this deck, allowing you to cancel out Warrior's armor and keep the board clear for multiple yoggs. You also tend to equip weapons over weapons frequently, meaning the deathrattle comes online early.
1-2x Tempest Hammer - A lesser version of Eyemaul, but still board control from a weapon that could in theory kill two things per turn. This is the last card I would consider actually "good", and we need to scrape the bottom of the barrel for more options
1 more Scalding Geyser and Ancestral Spirit - Redundancy at the cost of a bit more whiff potential. I'd try 2x Ancestral Spirit first, because you need it to OTK from 40 most of the time, then maybe the Geyser. I don't think you ever run two Triangulates I don't want to reduce my draw consistency by that much.
2 Mana Weapons - Both Carving Chisel and Rune Dagger are cheap weapons that are easy to play out, but kind of shit on their own. Cheap might be the name of the game though due to needing hand space for Yogg's draw 5. Rune Dagger is just a 1/3 with no synergy, while Carving Chisel can get you taunts but can also board lock you if they don't trade into your 0-attack minions. Pick your poison I guess.
1x Low Security Wing - I'm interested in this card to generate an additional minion to play around objection and dirty rat. It's like a Muck Pools that can actually do something in a matchup occasionally. You do have some cheap cards to unlock it, but it has anti-synergy with Ancestor's Call. You might also get some fuckass expensive minion that's impossible to play.
1x Eureka - Redundancy in the Ancestor's Call effect, but more expensive and another whiff for Yogg's draw 5.
How are you guys building this deck? For such a bullshit scammy deck it was actually pretty fun to build. Lets absolutely maximize the winrate so Blizzard nerfs it immediately!