We've seen just how good Yogg can be, but saying that, this card is capped at 10 spells. I do think we will see this spell played quite a bit however. With all the possible spell generation cards we currently have (and possibly more to come) I think this card will rear its ugly head more than most would like!
Literally exactly what they said about Yogg himself before the release of Old Gods.
I wonder if people will be less angry about it as a Mage-only card.
At the time, Yogg had a few more things going for him, though: (with luck) he was a tempo play, and you could manipulate your luck with more spells.
Here, you're capped at 10 spells (so you reduce your chances of clears), and you aren't "guaranteed" the 7/5 body.
I played a lot of Yogg pre-nerf, and I can say with some confidence that the optimal number of spells was NOT greater than 10.
And considering how often Yogg killed his own body (hence why the nerf worked so well), I don't consider it much of an advantage.
I'll second that. Sure, it was funny to watch Yogg casting 20+ spells but according to my experience even five random spells nowadays can be enough to remove him. And that's going to happen more often than I'd like to imagine. Thankfully (or not) Deck of Wonders isn't in Standard anymore, otherwise we would be in for a lot of complaints about Casino Mage...
I believe one copy of this card will be auto include in any Mage deck.
This is basically Pre-nerf Yogg. You are GUARANTEED to have to 10 spells going off unless it kills you, and even back in the glory day of Pre-nerf Yogg, it's rare for him to cast 10+ spells, especially as a panic button.
Now this is here they may as just delete Yog talk about take his glory they should of just made yogg cast 8 spells he can't be targeting so he always completes the spells and I said only 8 spells as he stays on board himself also the spells are random you don't need to cast any to proc him