Yogg n Load with Secrets and Giants

Posted by: godofs3xyPublished: August 19, 2016Updated: October 16, 2026Dust: Dust6,200Rating: 1.0/5 (2 votes)

Class: HunterFormat: StandardType: ControlStyle: LadderSeason: Season 29

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Mulligan Guide

General

Mulligan

So the basic rule is this - do not keep your secrets unless you have the [card_link name="Cloaked Huntress"] aswell. Only keep [card_link name="Lock and Load"] vsing Priest or with Cloaked Huntress and a Secret in your hand

Elekk is a great keep as then 4/7 of the rest of your deck minions are 6+ costs and [card_link name="Arcane Giant"]  win jousts ALOT 

The rest of the cards basically are just great cards in every matchup.


Vs. Aggro

Againest aggro Explosive Trap is can be useful especially vs Zoo Warlock, When combined with On the Hunt can usually keep up with a standard opening but the utility of quick shot and Eaglehorn bow are must keeps

Vs. Control

Huntress with Lock and Load is generally what you want in a control matchup where you would play them with 2 maybe 3 secrets and/or spells. However a Control meta is extremely rare.

Deck Description

Hunter

This Yogg n Load is a bit more refined and less greedy on the secrets, The 4 secrets included are interchangeable depending on the meta i.e. +1 Explosive Trap vs Zoo, +1 Bear Trap vs Shaman, +1 Snipe vs Warrior/Rogue depends on which deck you feel you are coming up against more. Cat Trick may also be included when released which is good vs Mage/Control decks. However the number of secrets should be 4-5 maximum

Tech choices

Vs Aggro

-1 King's Elekk

+1 Doomsayer

Vs Control

-1 Deadly Shot

+1 Kill Command

Play Style

So the style of the deck is like any other Yogg n Load deck - stall until style="line-height: 1.7">Call of the style="line-height: 1.7">" however try to make the most out of every turn and Lock and Load when appropriate that means vsing aggro or tempo just use it with 1 spell if need be just to cycle, vsing control you want to save it until after turn 6 where you can at least get 3 spells off.

If played right by turn 7 your name="Arcane style="line-height: 1.7">" should be around 3-4 mana, 0 if your lucky. This is where you should drop them to swing yourself onto the board, this should use up your opponents resources so you can push them out with style="line-height: 1.7">Call of the style="line-height: 1.7">"

Yogg-Soron, Hope's End is used mainly as a board clear + card gain and should only be used when behind or no other options left.

In summary you are not looking too hard to combo with lock and load or secrets but rather just control your opponents board from turns 1-6 like a Midrange Hunter usually would, leading into turn 7-8 where you can swing the board if that doesn't work just PRAISE YOGG on turn 10