Yogg is also obviously terrible if you want to have a serious competitive scene, this card has no business in tournament and pro level matches and should be banned from that format.
"Yogg is required for druid to reset the board and make a comeback" - Most BS argument I've ever heard, how about you give druid better board clears then, druid mass removal is just abysmal. Or better yet, nerf some of the broken cards they put into the game like shaman early and mid-game and call of the wild. Just don't fight broken with broken.
I don't know how anyone can defend a card that can win you the game WITHOUT YOU ACTUALLY DOING ANYTHING and has a very good average outcome. Just pop it down and pray. Disgusting what winning sometimes comes down to.
The argument is not BS at all. The truth of the matter is that Druid's board clears are terrible and their single target removal is terrible as well. Most of the games you need to play Yogg in to win are those in which you are forced to play from behind just to keep in check your opponent's aggression and then play Yogg and hope he will do enough for you to eventually win the game. Druid needs to have a board to win, because the point of getting extra mana is to enforce your control of the game with bigger minions, but because of how easy it is for other classes to beat you through tempo or board in the early game (Hunter, Shaman, Zoo and Mage) you can't establish your game and make use of that advantage. Since druid is already losing the early game at least it has a chance to stabilize in the later parts of the game through Yogg.
You say give Druid better cards and remove Shaman's broken cards and things like don't fight broken with broken, but we are talking about the reality of the situation and in our dimension (don't know where you live) Druid has no good answers and no good way to control the board despite the mana advantage given by its cards and Shaman has its broken cards. So, in our dimension, Yogg is actually needed. In this ideal and hypothetical world you speak of where druid is given some decent answers we wouldn't need Yogg and I for one wouldn't play him. Basically what I am saying is that the problem should be fixed on all ends (fix Shaman bs and give Druid some better board control tools) and you shouldn't just target a card that gives Druid a good answer.
Of course we should, when the design of card is broken. A card that can't be played around, should automatically be played if you're otherwise losing and can win any game from that position has no place in a strategy game. No card compares to yogg. There are cards that are more powerful on average, which is a given - yogg is not a win condition - so any argument to that effect misunderstands what the debate is about. The debate is about the profitability of the card, which - when it is played right (I will ignore people who play the card when they do not need to) is enormous.
That this would somehow land druid along with all the other dredge classes that can't handle the brokenness of shaman doesn't worry me in the least. Sorry, but join the line-up on that one.
The argument line about HS being about RNG and flashy spells also completely fails in my book. We can have that just fine without Yogg.
Wow well if you for one are not worried with the concerns of others in the community like the state of Druid should only Yogg be removed and nothing else handled, why should we be worried about what you think? Also when you quote someone you are usually replying to that quote and not just dedicating a couple of sentences to what was said just to brush it off and an unrelated wall of text.
Here is what Yogg does when played right, translated.
"Regardless of hand, opponent hand, board state and health win the game X % of the time when you are guaranteed to lose".
You are calling it a "board clear", which I find _completely_ inane. If you want a board clear, change the text of Yogg to "Silence all minions, deal 1 damage to all minions for every spell you have cast".
An effect like that would be extremely powerful and it would be completely useless in a whole host of situations where the current Yogg flips the game. Yogg is not a "board clear", it's a "get out of any loss"-card that works about half the time when used right.
The comparison was meant to show that the core of the issue is that Yogg is OP. I am not comparing the cards in any way. Again it is true that the card is very swingy, but is also true that the game is in a very poor state atm. So, I think the priority isn't Yogg, but the lack of cards to support more varied archetypes as well as powerful cards to allow decks to survive longer. I personally enjoy slower games and don't mind 10 - 15 minutes per game, but the meta makes that impossible. I have tried Druid without Yogg and quickly realised how easy it is for aggro/fast decks to put you down. At least Yogg provides a last-gasp chance for you get back into the game. I don't understand how people don't see this. I also think that people find it much easier to talk about a 10 mana play late in the game and how OP it is, but forget about the OP and consistent early game some classes get, which are much more frustrating to play against. You try to play your fair game of Hearthstone while you opponent goes ?/3 on the first turn followed by 3/4 on the second, then another 2 drop and on 4 a 7/7. How many decks can punish that, while also developing their game? None.
Undeniably the snowball early game some classes have is an issue, but there is a difference; You know what the cards do. This also makes them easier to identify as OP, and also makes it clear what can and can't respond to these cards being played (Tuskarr as exception with some others, but 1 out of 7 random totems is still more predictable than 10 out of 235 spells). You say you enjoy 10-15 minute games, but what is the take away from a game when those 10 minutes are negated (or not) by the spin of Yogg's wheel of fortune? I also think that just because there are other problems with Hearthstone, discussing Yogg is off the table (a.k.a. it's not a problem because there are other problems).
Losing is losing regardless of if you can expect it or not. With the amount of nonsensical decisions Blizzard has made by now I am just saying either a general solution should be proposed to fix everything or nothing should be done to the current card pool and we should expect a fix with the next expansion.
I see your answer and I raise you ridiculous Shaman Curvestone. Just like you think people shouldn't suffer from a crazy Yogg, in the same vain people shouldn't have to be frustrated with perfect curve made up of some of the most OP cards in the game where every turn you have to answer your opponent's aggression or lose.
Side Note: I just noticed something in your comment. You are quick to call new players/casuals brainless, but in your self-righteousness competitive players (you being one of them I am assuming) are deserving of respect. Oh the irony. Maybe before you type another comment think well about what you will say and what that will reflect on your personality. Also people are less likely to respect comments like yours because of how rude you look.
"Yogg is required for druid to reset the board and make a comeback" - Most BS argument I've ever heard, how about you give druid better board clears then, druid mass removal is just abysmal. Or better yet, nerf some of the broken cards they put into the game like shaman early and mid-game and call of the wild. Just don't fight broken with broken.
I don't know how anyone can defend a card that can win you the game WITHOUT YOU ACTUALLY DOING ANYTHING and has a very good average outcome. Just pop it down and pray. Disgusting what winning sometimes comes down to.
The argument is not BS at all. The truth of the matter is that Druid's board clears are terrible and their single target removal is terrible as well. Most of the games you need to play Yogg in to win are those in which you are forced to play from behind just to keep in check your opponent's aggression and then play Yogg and hope he will do enough for you to eventually win the game. Druid needs to have a board to win, because the point of getting extra mana is to enforce your control of the game with bigger minions, but because of how easy it is for other classes to beat you through tempo or board in the early game (Hunter, Shaman, Zoo and Mage) you can't establish your game and make use of that advantage. Since druid is already losing the early game at least it has a chance to stabilize in the later parts of the game through Yogg.
You say give Druid better cards and remove Shaman's broken cards and things like don't fight broken with broken, but we are talking about the reality of the situation and in our dimension (don't know where you live) Druid has no good answers and no good way to control the board despite the mana advantage given by its cards and Shaman has its broken cards. So, in our dimension, Yogg is actually needed. In this ideal and hypothetical world you speak of where druid is given some decent answers we wouldn't need Yogg and I for one wouldn't play him. Basically what I am saying is that the problem should be fixed on all ends (fix Shaman bs and give Druid some better board control tools) and you shouldn't just target a card that gives Druid a good answer.
Of course we should, when the design of card is broken. A card that can't be played around, should automatically be played if you're otherwise losing and can win any game from that position has no place in a strategy game. No card compares to yogg. There are cards that are more powerful on average, which is a given - yogg is not a win condition - so any argument to that effect misunderstands what the debate is about. The debate is about the profitability of the card, which - when it is played right (I will ignore people who play the card when they do not need to) is enormous.
That this would somehow land druid along with all the other dredge classes that can't handle the brokenness of shaman doesn't worry me in the least. Sorry, but join the line-up on that one.
The argument line about HS being about RNG and flashy spells also completely fails in my book. We can have that just fine without Yogg.
Wow well if you for one are not worried with the concerns of others in the community like the state of Druid should only Yogg be removed and nothing else handled, why should we be worried about what you think? Also when you quote someone you are usually replying to that quote and not just dedicating a couple of sentences to what was said just to brush it off and an unrelated wall of text.
Here is what Yogg does when played right, translated.
"Regardless of hand, opponent hand, board state and health win the game X % of the time when you are guaranteed to lose".
You are calling it a "board clear", which I find _completely_ inane. If you want a board clear, change the text of Yogg to "Silence all minions, deal 1 damage to all minions for every spell you have cast".
An effect like that would be extremely powerful and it would be completely useless in a whole host of situations where the current Yogg flips the game. Yogg is not a "board clear", it's a "get out of any loss"-card that works about half the time when used right.
It is clear to me that you do not care about the state of certain classes in the game. If you did you would be trying to find acceptable solutions that would make Yogg completely unnecessary and then you would discuss about what should be done with Yogg.
As Hearthstone is right now certain classes can't compete without Yogg and there are those that not even Yogg can make work. Aggressive/Fast decks play minions without any thinking done at all knowing that even if you somehow manage to clear their board with your bad answers they can build a completely new board fairly quickly. Some people, like me, enjoy a slower game and if late on in the game you can't pull off a big swing where you reset the board as well as get some other bonuses on your side you will lose because of how low your opponent has set your life total, despite the fact that you have tried to react to the state of the board all game. I am not saying that Yogg is the fair and balanced card the game needs, but in a sea of OP cards Yogg is one of those that concern me the least. He is part of the problem, but definitely not the single card to blame for everything.
This. Without a shadow of a doubt summarizes everything that folks have said about Yogg - the only difference is that the sensible people got excited from that video and a sense of adrenaline and the other folks should be asked repeatedly "Why are you playing a cardgame where This (^) is one of the most amazing and exciting things that can happen in a game?".
Thank you for the video - for that, you are given a +1! ^^
I don't understand the video or how it is in any way or form relevant to this discussion. What happens in the video is essentially the same as topdecking a fireball in HS.
Fireballs can be played around, they can be teched against and they can be constructed against. A topdecked fireball can not save you from almost any loss, it can only save you from very specific losses. For fireballs to be effective win conditions, there has to be a very specific gameplan, deck construction and play throughout the game. For it to be an effective topdeck, your opponent has to be at 6-7HP or less.
Yogg's effect translated is "Give yourself X % chance to flip almost any conceivable losing position" and X is not a low number. I'm no expert, but I don't think any card like that has ever existed in MTG.
I don't understand the video or how it is in any way or form relevant to this discussion. What happens in the video is essentially the same as topdecking a fireball in HS.
Fireballs can be played around, they can be teched against and they can be constructed against. A topdecked fireball can not save you from almost any loss, it can only save you from very specific losses. For fireballs to be effective win conditions, there has to be a very specific gameplan, deck construction and play throughout the game. For it to be an effective topdeck, your opponent has to be at 6-7HP or less.
Yogg's effect translated is "Give yourself X % chance to flip almost any conceivable losing position" and X is not a low number. I'm no expert, but I don't think any card like that has ever existed in MTG.
MTG's designer's have straight up said that a sorcery reading "This card can't be countered. You win the game." is worth seven colorless mana. Now they will never print that card, because it's boring as hell. But it's an important milestone because it tells them where "We can do whatever the fuck" lives. So In magic um well yeah, there are cards, tournament played cards in that 7+ region that just de facto read "You win, your opponent can do jack all." They just read it in far more interesting ways than "You win the game."
Lemme just go grab some cards played in standard right now.
Why yes I'd love to draw three cards and pay 0 for everything for the rest of the game.
Why yes, I'd love your next turn. On a 13/13 body you can't target with kill spells or chump block.
Why yes, I would like to just Exile your two most important cards as a cast trigger, on and indestructable 10/10 who eats 1/3rd your deck every time it attacks.
You are right that the thread is about Yogg. However, people shouldn't talk as if the removal of specific cards happens in a vacuum (think how Avenge was removed and Mysterious Challenger was no longer as good). Removing Yogg makes it even more difficult to come back from the insane early games of the decks of today. As such, me, a player who enjoys slower decks could not ask for Yogg (the best comeback mechanism in the game, period) to be nerfed / removed from the game since he will often help me catch up against these decks. Obviously its random nature can be very polarizing, but I accept it because for my favorite class to be good (without playing some aggro version) a good comeback mechanism is needed. What I have been saying in my posts is that when certain classes are provided with good ways to clear the board as well as other good tools for survival (Druid just got Moonglade Portal, which is a pretty cool heal effect with a good board presence most of the time) we can have another discussion about this card. Alternatively, instead of just saying "Yogg is the problem just remove it from the game", let's also analyze and remove other cards from the game. Finally the original vision for Hearthstone was for it to be a casual card game to have fun. Blizzard then decided it couldn't keep its hands off the competitive pie (because more money) and messed things up, because now they can't have crazy RNG cards like Yogg without complaints from the competitive scene.
Extra Note: In general, I frown upon people who ask for nerfs. First of all, this is not adding anything to the game. It just takes a piece of it to satisfy a group of people. Second, if Blizzard starts accepting nerfs then more and more requests for nerfs will come in and eventually the game will be unrecognizable (talk about a fresh experience). Lastly, when Blizzard nerfs cards they always follow the philosophy of maintaining the "soul" of the card, while also making it completely unplayable (or only acceptable in very niche decks). This note is not meant as a direct reply to you as I think that your solution would be to just ban Yogg in tournaments (I agree) and in ladder (why are you doing this to Druid? ); ), but I am putting it here for people in general to know where I stand on the issue.
I don't understand the video or how it is in any way or form relevant to this discussion. What happens in the video is essentially the same as topdecking a fireball in HS.
Fireballs can be played around, they can be teched against and they can be constructed against. A topdecked fireball can not save you from almost any loss, it can only save you from very specific losses. For fireballs to be effective win conditions, there has to be a very specific gameplan, deck construction and play throughout the game. For it to be an effective topdeck, your opponent has to be at 6-7HP or less.
Yogg's effect translated is "Give yourself X % chance to flip almost any conceivable losing position" and X is not a low number. I'm no expert, but I don't think any card like that has ever existed in MTG.
MTG's designer's have straight up said that a sorcery reading "This card can't be countered. You win the game." is worth seven colorless mana. Now they will never print that card, because it's boring as hell. But it's an important milestone because it tells them where "We can do whatever the fuck" lives. So In magic um well yeah, there are cards, tournament played cards in that 7+ region that just de facto read "You win, your opponent can do jack all." They just read it in far more interesting ways than "You win the game."
Lemme just go grab some cards played in standard right now.
Why yes I'd love to draw three cards and pay 0 for everything for the rest of the game.
Why yes, I'd love your next turn. On a 13/13 body you can't target with kill spells or chump block.
Why yes, I would like to just Exile your two most important cards as a cast trigger, on and indestructable 10/10 who eats 1/3rd your deck every time it attacks.
As said, I'm no MTG expert, I only played the game very casually when I was younger... but I'm going to go out on a limb and guess that these cards are still nowhere near the level of insta-play that Yogg is.
Yogg would be okay if the tournaments didn't take themselves so seriously (as Kripp pointed out).
So many people are trying to justify having this "Fun", completely random card be viable in serious, competitive tournaments. What?
If the tournaments were all about having good times and fun, then Yogg would be awesome! But as it stands right now, they are trying to make Hearthstone seem like a serious E-Sport.. and it's not!
In my personal opinion, if a card is broken it should be nerfed/banned no matter what. If standard loses Avenge dosen't mean that mysterious challenger is fine. Wild is ruined cause of this reasoning, cause they don't care. I agree that each single class need good removals of the same power level otherwise the game will never be balanced. But again they like so much unbalanced classes, they just modify the power order of classes at each expansion/adventure.
Sorry are you trying to say that Wild is supposed to be competitive too now? Because, and this is official, Wild is not supposed to be that at all. So your argument holds no ground if that is what we are talking about. Wild is meant to be played by casual players and as such there is no reason to question cards in that format unless some crazy easy OTKs come about. The problem is that the Classic set needs a rework to include this some decent answers for all classes so that they never rotate out and Blizzard doesn't need to take half of an expansion's class cards to give answer cards to classes that will need them. One example I will make on this is Starfall, which is 5 mana. If you think about it, it really should be 4 mana (it gives basically a choice between worse Consecration and Fireball meaning you pay something for the flexibility and in one move also give some competition to Swipe in the 4 slot). I guess you could also remove some of the least popular cards in the core sets and change them with completely new cards to make the classes more balanced. However, I truly believe that Blizzard doesn't really understand the implications of what they print, so yeah getting balanced classes not happening any time soon.
No you are clearly wrong. It is because Yogg is very powerful that this thread exists in the first place. You don't see anyone complain about Grand Crusader because it has RNG involved. Besides it is the only good neutral card that punishes the attitude of vomiting your hand into the board without doing any thinking (Baron Geddon does that to a lesser extent, while Deathwing isn't that good because you sacrifice all the card advantage you gained throughout the game just to reset the board once). The reason why people do this in the first place (playing minions without regard of the consequences) is because Blizzard hasn't provided good reactive cards to punish the typical behaviour of these decks as well as the lack of good healing in the game. Yogg manages to solve all those problems because it casts a lot of spells so you are likely to be helped by a part of the spells cast (through healing, AOE, draw etc.). In other words, unless we get better reactive cards I think Yogg is fine as it is. Also as long as the majority of people playing the game are casuals there is no reason for Yogg to be removed or nerfed in standard (he can just be banned from tournaments).
You compare Yogg's RNG to Grand Crusader? One random card in hand that you still need to pay mana for vs 10+ random free spells that may or may not decide the game? Yes, not enough board clears is an issue, but if that is to be solved by a card that sometimes clears, that's quite horrible... And quite frankly a different issue all together. Of course the biggest issue with Yogg is regarding tournaments, but even on ladder it's a farce that games are decided in this fashion. Wether it's a positive or negative outcome; You as the one who played Yogg has no conscious decision in what Yogg will do, and your opponent has no reasonable expectation to be able to play against the card. It might do "whatever". We casuals can have fun with this game without being cheated or boosted by a card that has no definable outcome.
The comparison was meant to show that the core of the issue is that Yogg is OP. I am not comparing the cards in any way. Again it is true that the card is very swingy, but is also true that the game is in a very poor state atm. So, I think the priority isn't Yogg, but the lack of cards to support more varied archetypes as well as powerful cards to allow decks to survive longer. I personally enjoy slower games and don't mind 10 - 15 minutes per game, but the meta makes that impossible. I have tried Druid without Yogg and quickly realised how easy it is for aggro/fast decks to put you down. At least Yogg provides a last-gasp chance for you get back into the game. I don't understand how people don't see this. I also think that people find it much easier to talk about a 10 mana play late in the game and how OP it is, but forget about the OP and consistent early game some classes get, which are much more frustrating to play against. You try to play your fair game of Hearthstone while you opponent goes ?/3 on the first turn followed by 3/4 on the second, then another 2 drop and on 4 a 7/7. How many decks can punish that, while also developing their game? None.
Here's your issue Malfurion:
You are playing Druid.
In order to beat these faster decks, you need to play control or tempo decks that are built specifically to beat these Aggro decks. The meta has always been like this.
Also, Warrior can punish that at 5 mana, Paladin can punish that at 4 mana with the right combo, you just have to mulligan for the right cards.
Warrior also has Fiery War Axe to deal with Tunnel Trogg.
However, I do feel like Blizzard has failed to give classes besides Warrior viable options to deal with early game minions and I also feel that Shaman is way too strong.
I saw my friend play against this midrange grinder deck about a month ago with a control Shaman deck and the opposing Shaman went through 30-40 hp of taunt minions and 21 hp of healing while winning the game with only 6 cards left. This, of course, is another discussion.
Yogg shouldn't be the solution to these issues though. It has no counterplay. Things that don't have any counterplay shouldn't be in this game.
The lack of the inclusion of AoE by Blizzard wasn't a mistake from their point of view however. Perhaps what they are looking to do is make the games faster. Aggro decks DO take skill to play, and playing Warrior after Warrior as an Aggro deck can be frustrating.
TLDR; I feel that Blizzard has a tough job in balancing control decks and Aggro decks out, but I also feel that there should be more options for control decks. Druid, however, isn't in this group of classes that has control decks. Druid is about getting value from mass board buffs and flooding the board. Druid is a proactive class and the fact that you're complaining about it not having enough reactive cards is ridiculous.
Classes are going to have strengths and weaknesses based on the classic and basic cards in their respective sets. Druid just simply doesn't have these cards to start out with, while classes like Mage, Priest, Warrior, Shaman, and Paladin do. Classes like Warlock, (Although Warlock has Twisting Nether) Rogue, Hunter, and Druid don't have these kinds of cards in their classic and basic sets, or if they do these cards simply aren't effective enough in order to create control decks around.
Aggro decks DO take skill to play, and playing Warrior after Warrior as an Aggro deck can be frustrating.
The first part of the statement is very hard to agree with. Shaman has been given many powerful cards to make sure skill isn't a primary criteria. Zoo is very easy to play (I have even seen people who position their minions badly for buffs like Dire Wolf Alpha or Defender of Argus and in shaman's case bad positioning with Flametongue Totem). I am not saying there is no skill involved at all, but the amount of skill required is much lower than other decks and also you don't get punished as much as you should for your misplays. I have lost to people making the above mentioned misplays numerous times despite doing my utmost to stop and punish them for it.
Druid is about getting value from mass board buffs and flooding the board.
There are only two mass buffs in the class and those are only played in token Druid (I guess three, but Wisps of the Old Gods, so yeah).
Druid is a proactive class
Yeah it is. Tell me something though how can you be proactive if on turn 4 your opponent drops a 7/7 on the board. To be proactive in this case would certainly be a death sentence since you are bound to take 7 damage to the face and no Shaman worth his Doomhammer will forgive that. Another case where you can't be proactive is Tempo Mage with cards like Sorcerer's Apprentice and Flamewaker. Or we could talk about Zoo, where you play your big minion, you opponent uses the perfectly balanced Power Overwhelming on a token to clear your minion and has mana to spare to Life Tap and play something else as well. So we have a class that is proactive, but because Blizzard decided to print stupid cards it can't be.
In conclusion, we have a proactive class that can't be proactive in 70 - 80% of games in the ladder right now and I am the one being ridiculous asking for better reactive cards. The only way for Druid to be able to use his extra mana and be able to play something to be proactive is better reactive cards. Just playing one big minion is not good enough these days. I don't see how a class deserves to be screwed because it can't play its game due to Blizzard's poor decision-making. Finally I don't know what you are saying about Warlock since it has Hellfire as well as Shadowflame (not to mention several other answer cards, which aren't played because you have Zoo, so why play another deck? Right?).
Aggro decks DO take skill to play, and playing Warrior after Warrior as an Aggro deck can be frustrating.
The first part of the statement is very hard to agree with. Shaman has been given many powerful cards to make sure skill isn't a primary criteria. Zoo is very easy to play (I have even seen people who position their minions badly for buffs like Dire Wolf Alpha or Defender of Argus and in shaman's case bad positioning with Flametongue Totem). I am not saying there is no skill involved at all, but the amount of skill required is much lower than other decks and also you don't get punished as much as you should for your misplays. I have lost to people making the above mentioned misplays numerous times despite doing my utmost to stop and punish them for it.
Druid is about getting value from mass board buffs and flooding the board.
There are only two mass buffs in the class and those are only played in token Druid (I guess three, but Wisps of the Old Gods, so yeah).
Druid is a proactive class
Yeah it is. Tell me something though how can you be proactive if on turn 4 your opponent drops a 7/7 on the board. To be proactive in this case would certainly be a death sentence since you are bound to take 7 damage to the face and no Shaman worth his Doomhammer will forgive that. Another case where you can't be proactive is Tempo Mage with cards like Sorcerer's Apprentice and Flamewaker. Or we could talk about Zoo, where you play your big minion, you opponent uses the perfectly balanced Power Overwhelming on a token to clear your minion and has mana to spare to Life Tap and play something else as well. So we have a class that is proactive, but because Blizzard decided to print stupid cards it can't be.
In conclusion, we have a proactive class that can't be proactive in 70 - 80% of games in the ladder right now and I am the one being ridiculous asking for better reactive cards. The only way for Druid to be able to use his extra mana and be able to play something to be proactive is better reactive cards. Just playing one big minion is not good enough these days. I don't see how a class deserves to be screwed because it can't play its game due to Blizzard's poor decision-making. Finally I don't know what you are saying about Warlock since it has Hellfire as well as Shadowflame (not to mention several other answer cards, which aren't played because you have Zoo, so why play another deck? Right?).
Now you're just talking about issues that are Druid-specific. Druid has two top tier decks that aren't defined by Yogg at all. Malygos Druid and Token Druid are both top tier decks. Malygos Druid as of right now sees a higher than 50% win rate against Aggro Shaman.
You wanna talk about a class that is REALLY lacking in any kind of firepower in the current meta? Just look at Priest. How can you talk about a class that has 2 top tier options when Priest barely even has a deck in Tier 3 right now? Are you serious?
I have played Token Druid extensively and I don't even use Yogg in that deck. The argument that because 1 class out of 9 will somehow become completely irrelevant with the removal of Yogg and that therefore Yogg shouldn't be removed is crazy. In fact, the argument that Druid would become irrelevant without Yogg is just stupid.
Aggro decks DO take skill to play, and playing Warrior after Warrior as an Aggro deck can be frustrating.
The first part of the statement is very hard to agree with.
Well let's just do what magic did and do the math. Run the numbers of control mirrors vs. aggro mirrors, and see how often the better player wins. Magic found Aggro takes 3x as much skill as control, and really when you sit down and look instead of wanting to be smart it makes sense, aggro let's your opponent interact with it, control not so much. Board Presence is the soul of interaction.
As said, I'm no MTG expert, I only played the game very casually when I was younger... but I'm going to go out on a limb and guess that these cards are still nowhere near the level of insta-play that Yogg is.
You control your opponent's next turn. Let's have some fun, first i swing with your creatures into mine and make the best blocks possible and play any combat tricks to further buff my guys. That rampant growth you were holding? I'm gonna cast it, since i get access to previously unknown information by doing so i get to write down every card in your deck(this is not a slow play violation.), and then "fail to find" giving you no land. I see you have a draw four spell, i'm going to cast it on myself.
I wiped your board, drew four cards(discarding your draw), and have your deck list in front of me(discarding your ramp). And this isn't a last ditch bail thing, this was my plan. Oh and I have a body you can't kill with instants or chump block.
Now you're just talking about issues that are Druid-specific. Druid has two top tier decks that aren't defined by Yogg at all. Malygos Druid and Token Druid are both top tier decks. Malygos Druid as of right now sees a higher than 50% win rate against Aggro Shaman.
You wanna talk about a class that is REALLY lacking in any kind of firepower in the current meta? Just look at Priest. How can you talk about a class that has 2 top tier options when Priest barely even has a deck in Tier 3 right now? Are you serious?
I have played Token Druid extensively and I don't even use Yogg in that deck. The argument that because 1 class out of 9 will somehow become completely irrelevant with the removal of Yogg and that therefore Yogg shouldn't be removed is crazy. In fact, the argument that Druid would become irrelevant without Yogg is just stupid.
Sorry, but your reply was mainly centered around the fact that I am playing Druid so I replied accordingly. Also I think things have gotten a bit better for Druid of late, because of Moonglade Portal and Arcane Giant. Priest may be lacking in firepower, but it doesn't lack in reactive cards. I never said that without Yogg, Druid would be irrelevant, but it will certainly become weaker (maybe even drop to Tier 2, because you have no good comeback mechanisms).
As for Priest don't think I am happy that Priest has no good decks to play with. I would like every class to have 2 - 3 playable / diverse archetypes at a time to be honest, but you are just proving my point. The fact that Priest, Paladin and Rogue don't have any great decks at the time isn't Yogg's fault, but Blizzard's poorly designed cards. That is why I have been saying that the problem is not enough good cards. Cutting Yogg will not magically fix the game.
Yogg would be okay if the tournaments didn't take themselves so seriously (as Kripp pointed out).
So many people are trying to justify having this "Fun", completely random card be viable in serious, competitive tournaments. What?
If the tournaments were all about having good times and fun, then Yogg would be awesome! But as it stands right now, they are trying to make Hearthstone seem like a serious E-Sport.. and it's not!
And this, as I mentioned before.
We are sometimes emotional about crazy rng because hearthstone is a game where at a given point a player can beat any other player ina given match - mulligan plus a roll is enough. We get emotional when we dont notice progress in our 'skill' since any newer player can take wins from us. But that's hs: Skill cap low, fun game. I recommend Faeria more for those who complain
Thing is, I love faeria: but it's less fun ;)
I think this highlights what this really comes down to.
The split in the Hearthstone community between people who play for crazy interactions and fun decks against those who play it with a more competitive mindset and want to lower the rng aspects to make room for skill to have more importance.
I think there s a happy medium to be found but we are very far from it. Judging from the fact the biggest threads on Hearthpwn tend to be salt threads by the competitive minded players about Yogg, or salt threads by the for fun minded players about Aggro Shaman.
Well let's just do what magic did and do the math. Run the numbers of control mirrors vs. aggro mirrors, and see how often the better player wins. Magic found Aggro takes 3x as much skill as control, and really when you sit down and look instead of wanting to be smart it makes sense, aggro let's your opponent interact with it, control not so much. Board Presence is the soul of interaction.
Well most decks (not necessarily control, since some people need me to be literal about this) don't have enough ways to interact with the board and still need to because of ridiculous cards currently in the game. The typical aggro player in Hearthstone plays out his cards taking special care to waste as little mana as possible and then proceeds to chip away at your health until you lose. That my friend doesn't require skill. Also you were quick to catch a part of what I said, but not the part where I mentioned how my opponents playing those decks painfully misplayed several times and then still won. So yeah, I am not trying to be smart, because I don't really care for what you think about my intellect. In my book if you can misplay several times and still win by turn 6 - 8, then your deck doesn't require that much skill after all. Control on the other hand requires planning (how to spend your cards, when to heal, when to clear, etc., whereas in aggro you mostly play minions, do some basic math and need to position things right, which a lot of people fail at), you can't just play cards and win and if you think that is the case then you can't be that good at the game.
Edit: Magic isn't the same as Hearthstone I am assuming so making those comparisons is not correct on principle.
I already lost games due to Yogg, it's very frustrating but the card it's fine for me, it's a 10 mana Legendary! Sometimes it helps you, sometimes not, sometimes it kills you, sometimes it does nothing.
PS: the first guy was a Zoo, he deserved (i'm kidding).
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My magic will tear you apart!
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I like Yogg
I think Yogg is fun
Yogg is also obviously terrible if you want to have a serious competitive scene, this card has no business in tournament and pro level matches and should be banned from that format.
I see your answer and I raise you ridiculous Shaman Curvestone. Just like you think people shouldn't suffer from a crazy Yogg, in the same vain people shouldn't have to be frustrated with perfect curve made up of some of the most OP cards in the game where every turn you have to answer your opponent's aggression or lose.
Side Note: I just noticed something in your comment. You are quick to call new players/casuals brainless, but in your self-righteousness competitive players (you being one of them I am assuming) are deserving of respect. Oh the irony. Maybe before you type another comment think well about what you will say and what that will reflect on your personality. Also people are less likely to respect comments like yours because of how rude you look.
But it's an important milestone because it tells them where "We can do whatever the fuck" lives. So In magic um well yeah, there are cards, tournament played cards in that 7+ region that just de facto read "You win, your opponent can do jack all." They just read it in far more interesting ways than "You win the game."
On a 13/13 body you can't target with kill spells or chump block.
You are right that the thread is about Yogg. However, people shouldn't talk as if the removal of specific cards happens in a vacuum (think how Avenge was removed and Mysterious Challenger was no longer as good). Removing Yogg makes it even more difficult to come back from the insane early games of the decks of today. As such, me, a player who enjoys slower decks could not ask for Yogg (the best comeback mechanism in the game, period) to be nerfed / removed from the game since he will often help me catch up against these decks. Obviously its random nature can be very polarizing, but I accept it because for my favorite class to be good (without playing some aggro version) a good comeback mechanism is needed. What I have been saying in my posts is that when certain classes are provided with good ways to clear the board as well as other good tools for survival (Druid just got Moonglade Portal, which is a pretty cool heal effect with a good board presence most of the time) we can have another discussion about this card. Alternatively, instead of just saying "Yogg is the problem just remove it from the game", let's also analyze and remove other cards from the game. Finally the original vision for Hearthstone was for it to be a casual card game to have fun. Blizzard then decided it couldn't keep its hands off the competitive pie (because more money) and messed things up, because now they can't have crazy RNG cards like Yogg without complaints from the competitive scene.
Extra Note: In general, I frown upon people who ask for nerfs. First of all, this is not adding anything to the game. It just takes a piece of it to satisfy a group of people. Second, if Blizzard starts accepting nerfs then more and more requests for nerfs will come in and eventually the game will be unrecognizable (talk about a fresh experience). Lastly, when Blizzard nerfs cards they always follow the philosophy of maintaining the "soul" of the card, while also making it completely unplayable (or only acceptable in very niche decks). This note is not meant as a direct reply to you as I think that your solution would be to just ban Yogg in tournaments (I agree) and in ladder (why are you doing this to Druid? ); ), but I am putting it here for people in general to know where I stand on the issue.
Yogg would be okay if the tournaments didn't take themselves so seriously (as Kripp pointed out).
So many people are trying to justify having this "Fun", completely random card be viable in serious, competitive tournaments. What?
If the tournaments were all about having good times and fun, then Yogg would be awesome! But as it stands right now, they are trying to make Hearthstone seem like a serious E-Sport.. and it's not!
Sorry are you trying to say that Wild is supposed to be competitive too now? Because, and this is official, Wild is not supposed to be that at all. So your argument holds no ground if that is what we are talking about. Wild is meant to be played by casual players and as such there is no reason to question cards in that format unless some crazy easy OTKs come about. The problem is that the Classic set needs a rework to include this some decent answers for all classes so that they never rotate out and Blizzard doesn't need to take half of an expansion's class cards to give answer cards to classes that will need them. One example I will make on this is Starfall, which is 5 mana. If you think about it, it really should be 4 mana (it gives basically a choice between worse Consecration and Fireball meaning you pay something for the flexibility and in one move also give some competition to Swipe in the 4 slot). I guess you could also remove some of the least popular cards in the core sets and change them with completely new cards to make the classes more balanced. However, I truly believe that Blizzard doesn't really understand the implications of what they print, so yeah getting balanced classes not happening any time soon.
You know... I did really hate Yogg until I watched this video. As of today, I hit legendary with my Yogg tempo deck
The first part of the statement is very hard to agree with. Shaman has been given many powerful cards to make sure skill isn't a primary criteria. Zoo is very easy to play (I have even seen people who position their minions badly for buffs like Dire Wolf Alpha or Defender of Argus and in shaman's case bad positioning with Flametongue Totem). I am not saying there is no skill involved at all, but the amount of skill required is much lower than other decks and also you don't get punished as much as you should for your misplays. I have lost to people making the above mentioned misplays numerous times despite doing my utmost to stop and punish them for it.
There are only two mass buffs in the class and those are only played in token Druid (I guess three, but Wisps of the Old Gods, so yeah).
Yeah it is. Tell me something though how can you be proactive if on turn 4 your opponent drops a 7/7 on the board. To be proactive in this case would certainly be a death sentence since you are bound to take 7 damage to the face and no Shaman worth his Doomhammer will forgive that. Another case where you can't be proactive is Tempo Mage with cards like Sorcerer's Apprentice and Flamewaker. Or we could talk about Zoo, where you play your big minion, you opponent uses the perfectly balanced Power Overwhelming on a token to clear your minion and has mana to spare to Life Tap and play something else as well. So we have a class that is proactive, but because Blizzard decided to print stupid cards it can't be.
In conclusion, we have a proactive class that can't be proactive in 70 - 80% of games in the ladder right now and I am the one being ridiculous asking for better reactive cards. The only way for Druid to be able to use his extra mana and be able to play something to be proactive is better reactive cards. Just playing one big minion is not good enough these days. I don't see how a class deserves to be screwed because it can't play its game due to Blizzard's poor decision-making. Finally I don't know what you are saying about Warlock since it has Hellfire as well as Shadowflame (not to mention several other answer cards, which aren't played because you have Zoo, so why play another deck? Right?).
Run the numbers of control mirrors vs. aggro mirrors, and see how often the better player wins.
Magic found Aggro takes 3x as much skill as control, and really when you sit down and look instead of wanting to be smart it makes sense, aggro let's your opponent interact with it, control not so much.
Board Presence is the soul of interaction.
You control your opponent's next turn.
Let's have some fun, first i swing with your creatures into mine and make the best blocks possible and play any combat tricks to further buff my guys.
That rampant growth you were holding? I'm gonna cast it, since i get access to previously unknown information by doing so i get to write down every card in your deck(this is not a slow play violation.), and then "fail to find" giving you no land.
I see you have a draw four spell, i'm going to cast it on myself.
I wiped your board, drew four cards(discarding your draw), and have your deck list in front of me(discarding your ramp).
And this isn't a last ditch bail thing, this was my plan.
Oh and I have a body you can't kill with instants or chump block.
Sorry, but your reply was mainly centered around the fact that I am playing Druid so I replied accordingly. Also I think things have gotten a bit better for Druid of late, because of Moonglade Portal and Arcane Giant. Priest may be lacking in firepower, but it doesn't lack in reactive cards. I never said that without Yogg, Druid would be irrelevant, but it will certainly become weaker (maybe even drop to Tier 2, because you have no good comeback mechanisms).
As for Priest don't think I am happy that Priest has no good decks to play with. I would like every class to have 2 - 3 playable / diverse archetypes at a time to be honest, but you are just proving my point. The fact that Priest, Paladin and Rogue don't have any great decks at the time isn't Yogg's fault, but Blizzard's poorly designed cards. That is why I have been saying that the problem is not enough good cards. Cutting Yogg will not magically fix the game.
The split in the Hearthstone community between people who play for crazy interactions and fun decks against those who play it with a more competitive mindset and want to lower the rng aspects to make room for skill to have more importance.
I think there s a happy medium to be found but we are very far from it. Judging from the fact the biggest threads on Hearthpwn tend to be salt threads by the competitive minded players about Yogg, or salt threads by the for fun minded players about Aggro Shaman.
Well most decks (not necessarily control, since some people need me to be literal about this) don't have enough ways to interact with the board and still need to because of ridiculous cards currently in the game. The typical aggro player in Hearthstone plays out his cards taking special care to waste as little mana as possible and then proceeds to chip away at your health until you lose. That my friend doesn't require skill. Also you were quick to catch a part of what I said, but not the part where I mentioned how my opponents playing those decks painfully misplayed several times and then still won. So yeah, I am not trying to be smart, because I don't really care for what you think about my intellect. In my book if you can misplay several times and still win by turn 6 - 8, then your deck doesn't require that much skill after all. Control on the other hand requires planning (how to spend your cards, when to heal, when to clear, etc., whereas in aggro you mostly play minions, do some basic math and need to position things right, which a lot of people fail at), you can't just play cards and win and if you think that is the case then you can't be that good at the game.
Edit: Magic isn't the same as Hearthstone I am assuming so making those comparisons is not correct on principle.
I already lost games due to Yogg, it's very frustrating but the card it's fine for me, it's a 10 mana Legendary! Sometimes it helps you, sometimes not, sometimes it kills you, sometimes it does nothing.
PS: the first guy was a Zoo, he deserved (i'm kidding).
My magic will tear you apart!