Card Clarifications
- Yogg's Battlecry effects all potential targets, including your own hero. (Source)
- Yogg is able to hit himself with the spells cast. If he dies during the Battlecry, it will still continue. (Source)
- This is no longer the case. If Yogg kills himself, the spells stop.
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Does Trade Prince Gallywix get a hand full of random spells at the end of this and give whoever plays this card a bunch of coins? Same logic would apply to the Troggs I assume from the wording of the cards like Troggzor the Earthinator
No, since you are not casting the spells, Yogg-Saron is.
Your opponent casts a spell, its not your opponent casting a spell, its an oponents minion casting the spell XD
I'll just wait for Trolden Videos.
I am sorry, but when I look at this card art, I only think of one thing
'Forbidden Shaping summoned Wisp' gg
your not casting tree of life
Does anyone know anything about whether he works with Spell Damage? I'm assuming not, but...Prophet Velen interacting with Malygos and Yoggy would make my life a whole lot happier.
Of course, this is all assuming you've played enough spells during the game, and have not yet been killed by a murloc.
Could you triple Pyroblast your own face?
No, you could quadruple pyroblast yourself in the face. I doubt Yoggy would do any less.
once every 6331625 plays
So how is the going to work with the "forbidden" cards, ie Forbidden Shaping, etc. Will they cast for the 0 cost, or does he have his own mana counter, or will it choose a number randomly?
This probably will use 0 mana as the costs because Yogg-Saron will be played for 10 mana if not reduced.
I really changed my mind about it. Its pretty great to turn a lost game around :). May RNGesus be with you! :)
I have tallied up all the spells that are currently available and rated whether they will favor you or not.
Purely good. These are cards that can almost never have a negative effect for you when cast. They are cards that buff you or your minions such as Savage Roar, damages your opponent or his minions such as Flamestrike, summons minions for you or generates new cards for your hand like Burgle, this has the remote possibility of a negative effect by filling up your hand and making you lose a card from the deck instead, but I decided not to count that.
The number purely good spells is 90 of which 25 depends on the opponent having a board and 12 on you having a board.
Mostly good. These are cards where the RNG will tend to favor you. Card draw from your deck such as Arcane Intellect is included here since card draw is usually good but runs the risk of milling you to fatigue. Others are cards with dual effects like Bash which has both a neutral effect and a purely good one.
The number of mostly good spells is 48 of which 25 are mostly damaging (better when your opponent controls the board) and only 2 are buffs.
Depends. These are cards that are completely RNG. Standard damage spells like Fireball go here. The average value of these spells depends on who controls the board. Damage is mostly good if your opponent have the most minions, buffs like Blessing of Kings are best if you have the most minions. Silences are counted as negatives since most minions are hurt by a silence although exceptions exist.
I count 79 cards in the depends category of which 50 are damaging, 23 are buffing and 6 depends on other stuff.
Finally there is Mostly bad. These are usually warlock cards which in addition to their standard effect has some negative effect to your hero usually a discard.
I got 6 of these 5 of which are damaging and 1 is a buff.
All in all the positives seem to heavily outweigh the negative. Many spells favor you, and of the ones that are targeted randomly, most deal damage, so if you play this at a time where your opponent dominates the board, you are almost certain to gain from it.
Nice job. I always appreciate a mathematical approach to card analysis. I did the same thing although my categories were slightly different.
I had 103 in good (cards that are good or neutral, but can't be negative, so for me bash was in this category. Yes you can bash your own minion, but your hero is probably in some danger if you're playing yogg, so your health is likely to be more valuable than your minion's at this point [and if you are also behind on board it is most likely your opponent's character taking the damage].)
84 in neutral (a blend of your mostly good and depends categories, where the cards can be good or bad given some situation based RNG.)
26 in draw (I separated draw into it's own category, because before playing yogg you can easily judge if draw is good or bad: Is your hand empty or full? Is your deck empty or not? So these cards are also good or bad, but their quality is probably not based on RNG.)
Then I had 3 cards in bad (I only put cards here that were overwhelming likely to be bad, and didn't put soulfire or dark bargain because yogg's very high chance to draw cards [about 12% per spell cast] is likely to result in a net gain in cards. Thus discarding a few before drawing more or even reaching a full hand isn't that bad; especially dark bargain which will fizzle [you won't discard] if your opponent doesn't have two things to kill.)
My final category is the renounce darkness category with only 1 card. This card will probably do very little for non-warlocks except maybe change your hero power to something random. Which could be great, or not. And if you are a warlock your other cards will change and go down (1) in cost. I have no idea if this is a generally good thing to happen at some late point in some duel where you've just dropped yogg. Seems too hard to tell from this distance.
Note: I split starfall, wrath, and living roots into their choices (this isn't exactly the correct way the math works but it's very close because there are so many cards.)
Also did you do standard or wild? because you have 223 total spells and there are only 214 currently in standard (Embrace the Shadow was just revealed today.)
In conclusion I agree with you. Yogg-Saron is not incredibly likely to backfire and hurt you. In fact, he is more likely to finish your opponent off than you if you are both dying and is certainly likely to clear or take the board if you are not.
Lot of people are saying this isn't a serious card but I think it's actually playable. New expansion is obviously pushing slower decks and this card's battlecry is completely overpowering in drawn out games. Notice that lot of powerful negative effect spells are enemy side only (most aoe, assassinate, etc) and lot of beneficial spells aren't targeted (draw cards, gain armor, etc). Yes, some spells won't do much (or anything) most of the time and some spells have potential to backfire horribly, which is why you only play this when you are losing. It's like a more rng deathwing that doesn't drop everything in your hand, which is much appreciated in control decks. If you get unlucky and lose after dropping this, well you were gonna lose that game anyways. If you get lucky, your opponent is likely completely fucked and you still have your hand to work with next turn, unlike with deathwing.
Ur a wizard Yogg
"I'm not a wizard Hagrid, i'm just Yogg"