i made xixos malygos druid with some additions on my own and i want to say this, after playing it for the current season (im rank 12 day 4). first of all you have to understand that to play yogg you have to build your deck around him.... he is your boss card. a deck that is built on spells is on the defense all game. yeah its true cause the spells are used only to gain life or remove the opponents minions.
you say that dude was winning and monsanto shouldnt have won this game but youre dead wrong..... dude was playing a zoominion cectric deck that floods the board and monsanto was playing on the defense all game but his win condition is yogg and the other big drops he plays so he played his win condition and won.....
what you need is basically grow up and upgrade your way of thinking. because when yogg was revealed everyones was saying oh what a fun random card so random it can pyroblast my face 100 times so its bad. and i said its just the big boss for decks like lock and load hunter and similar decks and thats what it is..... but actually now you saw that youre dead wrong and yogg is not the bad clunky card you all expected, you saw a couple of tournaments where they had a lucky yogg and you come crying at the forums to nerf him or remove him from tournaments.
and let tell you this..... if they remove yogg from the game they should remove nzoth too. cause he does practically the same. you build your deck around deathrattles and nzoth brings them all back. yogg does a similar thing for spells.
also to those who say yogg is an auto win have you actually played the card? i have lost many games because of astral communion or buffing the opponents minions. YES I WOUDNT HAVE WON EITHER WAY BUT MY DECK HAS 2 WIN CONDITIONS MALYGOS BURN OR YOGG.
so things are pretty simple you want to play shaman, zoo, hunter, dragon warrior or a yogg deck. and yeah yogg is a fucking win condition cause i play defense against hunters until turn 10 if it wasnt a win condition why would i play this deck.
and about the game i told you my opinion that monsanto guy won fair and square, he played his win condition and won. simple as that
Seriously it's these same idiots that thought yogg would see no competitive play and now they are crying for nerfs. Also this is a professional children's card game, it is not meant to be taken seriously but it's all about fun.
Seriously it's these same idiots that thought yogg would see no competitive play and now they are crying for nerfs. Also this is a professional children's card game, it is not meant to be taken seriously but it's all about fun.
This hoity-toity trend of calling it a children's game is so tired.
We get it. You think you're somehow above it, just not far enough above it to quit playing it and talking about it.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
I'm not even gonna read the thread, but I'll say, imo, for anyone who ever played Starcraft (1 or 2), it's really gotta seem like competitive HS is a joke...I mean, I wasn't that good in SC2, only Diamond once, but when I've played against higher ranked (better!) players, I knew why I've lost AND could learn a thing or two from it.
For one, who cares. Yogg will rotate out, alongside every other card that will ever be printed for the rest of all time. Understand that things you don't like will happen, and that at some point they will change.
Second, your opinion does not matter. 40k people watching does matter. As long as people will watch in droves, Hearthstone will be an esport. Sports do not always denote skill. Poker is also considered a sport because people watch it.
Third, everyone's concept of yogg is wrong. Expensive cards should win you the game. Look at MTG's latest Emrakul that came out in the Eldritch Moon set. That is a big minion that allows you to take your opponents turn for them. Here you guys are complaining Yogg is OP. At the end of the day, a 10 mana card needs to win you the game. You're investing your entire turn to play it, if the tempo swing isn't enough to bring back the board or win you the game on the spot it is trash. We honestly need more cards like yogg so a real control style game can be played.
Fourth, RNG is inescapable. You're pointing and crying at Yogg, but ignoring the fact that his opponent was playing an aggressive deck. His opponent was relying on him drawing the right cards at the right time, and overextending to try and win. That is no different that playing a yogg and hoping it plays the right spells to give you a comeback.
For one, who cares. Yogg will rotate out, alongside every other card that will ever be printed for the rest of all time. Understand that things you don't like will happen, and that at some point they will change.
Second, your opinion does not matter. 40k people watching does matter. As long as people will watch in droves, Hearthstone will be an esport. Sports do not always denote skill. Poker is also considered a sport because people watch it.
Third, everyone's concept of yogg is wrong. Expensive cards should win you the game. Look at MTG's latest Emrakul that came out in the Eldritch Moon set. That is a big minion that allows you to take your opponents turn for them. Here you guys are complaining Yogg is OP. At the end of the day, a 10 mana card needs to win you the game. You're investing your entire turn to play it, if the tempo swing isn't enough to bring back the board or win you the game on the spot it is trash. We honestly need more cards like yogg so a real control style game can be played.
Fourth, RNG is inescapable. You're pointing and crying at Yogg, but ignoring the fact that his opponent was playing an aggressive deck. His opponent was relying on him drawing the right cards at the right time, and overextending to try and win. That is no different that playing a yogg and hoping it plays the right spells to give you a comeback.
There, can we close this dumb thread now?
I agree with basically everything you're saying, but the way in which you're saying it is making you come off as aggressive and condescending.
and besides, yogg isn't the only thing in this thread. there's also Scrutebucks /kappa
For one, who cares. Yogg will rotate out, alongside every other card that will ever be printed for the rest of all time. Understand that things you don't like will happen, and that at some point they will change.
Second, your opinion does not matter. 40k people watching does matter. As long as people will watch in droves, Hearthstone will be an esport. Sports do not always denote skill. Poker is also considered a sport because people watch it.
Third, everyone's concept of yogg is wrong. Expensive cards should win you the game. Look at MTG's latest Emrakul that came out in the Eldritch Moon set. That is a big minion that allows you to take your opponents turn for them. Here you guys are complaining Yogg is OP. At the end of the day, a 10 mana card needs to win you the game. You're investing your entire turn to play it, if the tempo swing isn't enough to bring back the board or win you the game on the spot it is trash. We honestly need more cards like yogg so a real control style game can be played.
Fourth, RNG is inescapable. You're pointing and crying at Yogg, but ignoring the fact that his opponent was playing an aggressive deck. His opponent was relying on him drawing the right cards at the right time, and overextending to try and win. That is no different that playing a yogg and hoping it plays the right spells to give you a comeback.
There, can we close this dumb thread now?
While I agree that playing a 10 mana card should win you the game, or at the very least bring you back into it if you are very far behind, I have to say that comparing Yogg to Emrakul is.... well just an absolutely terrible comparison. For sooo many reasons. It is much, MUCH harder to play high cost cards in Magic than in Hearthstone. In Hearthstone you just gain a mana every turn. While Yogg wouldn't be effective in aggro decks, you can still include him if you want and eventually you will have 10 mana to play him. Unless you are playing ramp you will probably never cast a Emrakul. Because you have to draw and play every mana, it isn't just given to you at the start of your turn. You can cheat him out with things like from Beyond the Grave after discarding him but then you dont get the on-cast effect to take control of your opponent. Even if he still is a badass flying, trampling 13/13 with protection from instants. Which brings me to my next point... instants. You can counter an Emrakul cast (or a From Beyond the Grave etc.) You will still lose control of your next turn because the effect in question is on-cast and not enter the battlefield, but you wont be getting your minions smashed into a 13/13. And while Emrakul specifically is immune to all other forms of instants, like 95%+ of all other creatures can be killed with instant removal in MTG, right after they play it, before your next turn even starts. Which can completely negate end of turn effects and creatures with haste etc. And while it doesn't make the effect THAT much less powerful, I'd like to point out that the players turn that gets stolen doesnt really get "skipped," they get another turn after you take their turn for them. So unless the Emrakul player already has creatures on the board to defend with and force the other player to make foolish attacks you arent gonna get as much value as you would probably think most the time. Best you can really hope for is for your opponent to have burn/removal in hand to use on his own face/minions. Or I guess heals to use on yourself. This late in the game though there is a decent chance that the other player doesn't even have any cards in hand. Then if you dont have any creatures to defend with the take control of your opponent effect is actually pretty useless. All in all, the card is certainly very powerful, and while it certainly can win u games on the spot in the right circumstances, it's definitely not "I played this card, I win" every time powerful. And Emrakul is much harder to play than Yogg. Basically the point I'm trying to make is that MTG and Hearthstone are incredibly differfent, I never understood why people compare cards in HS to similiarly costed cards in MTG. It makes no sense to do so.
Anyways... I really, REALLY don't like Yogg. I'm not gonna say he isn't a viable win condition, but the fact that he is IMO is a joke. Really we should just have better, more consistent 10 mana cards. The RNG... is just too much. You literally NEVER know whats going to happen. It can just as easily cement your defeat as it can win you the game. It isn't reliable or consistent at all. We definitely don't need more cards like Yogg. More awesome, powerful 10 mana cards, yes. We could do without the randomness though.
For one, who cares. Yogg will rotate out, alongside every other card that will ever be printed for the rest of all time. Understand that things you don't like will happen, and that at some point they will change.
Second, your opinion does not matter. 40k people watching does matter. As long as people will watch in droves, Hearthstone will be an esport. Sports do not always denote skill. Poker is also considered a sport because people watch it.
Third, everyone's concept of yogg is wrong. Expensive cards should win you the game. Look at MTG's latest Emrakul that came out in the Eldritch Moon set. That is a big minion that allows you to take your opponents turn for them. Here you guys are complaining Yogg is OP. At the end of the day, a 10 mana card needs to win you the game. You're investing your entire turn to play it, if the tempo swing isn't enough to bring back the board or win you the game on the spot it is trash. We honestly need more cards like yogg so a real control style game can be played.
Fourth, RNG is inescapable. You're pointing and crying at Yogg, but ignoring the fact that his opponent was playing an aggressive deck. His opponent was relying on him drawing the right cards at the right time, and overextending to try and win. That is no different that playing a yogg and hoping it plays the right spells to give you a comeback.
There, can we close this dumb thread now?
While I agree that playing a 10 mana card should win you the game, or at the very least bring you back into it if you are very far behind, I have to say that comparing Yogg to Emrakul is.... well just an absolutely terrible comparison. For sooo many reasons. It is much, MUCH harder to play high cost cards in Magic than in Hearthstone. In Hearthstone you just gain a mana every turn. While Yogg wouldn't be effective in aggro decks, you can still include him if you want and eventually you will have 10 mana to play him. Unless you are playing ramp you will probably never cast a Emrakul. Because you have to draw and play every mana, it isn't just given to you at the start of your turn. You can cheat him out with things like from Beyond the Grave after discarding him but then you dont get the on-cast effect to take control of your opponent. Even if he still is a badass flying, trampling 13/13 with protection from instants. Which brings me to my next point... instants. You can counter an Emrakul cast (or a From Beyond the Grave etc.) You will still lose control of your next turn because the effect in question is on-cast and not enter the battlefield, but you wont be getting your minions smashed into a 13/13. And while Emrakul specifically is immune to all other forms of instants, like 95%+ of all other creatures can be killed with instant removal in MTG, right after they play it, before your next turn even starts. Which can completely negate end of turn effects and creatures with haste etc. And while it doesn't make the effect THAT much less powerful, I'd like to point out that the players turn that gets stolen doesnt really get "skipped," they get another turn after you take their turn for them. So unless the Emrakul player already has creatures on the board to defend with and force the other player to make foolish attacks you arent gonna get as much value as you would probably think most the time. Best you can really hope for is for your opponent to have burn/removal in hand to use on his own face/minions. Or I guess heals to use on yourself. This late in the game though there is a decent chance that the other player doesn't even have any cards in hand. Then if you dont have any creatures to defend with the take control of your opponent effect is actually pretty useless. All in all, the card is certainly very powerful, and while it certainly can win u games on the spot in the right circumstances, it's definitely not "I played this card, I win" every time powerful. And Emrakul is much harder to play than Yogg. Basically the point I'm trying to make is that MTG and Hearthstone are incredibly differfent, I never understood why people compare cards in HS to similiarly costed cards in MTG. It makes no sense to do so.
Anyways... I really, REALLY don't like Yogg. I'm not gonna say he isn't a viable win condition, but the fact that he is IMO is a joke. Really we should just have better, more consistent 10 mana cards. The RNG... is just too much. You literally NEVER know whats going to happen. It can just as easily cement your defeat as it can win you the game. It isn't reliable or consistent at all. We definitely don't need more cards like Yogg. More awesome, powerful 10 mana cards, yes. We could do without the randomness though.
Two 5 mana cards should win the game more often than a 10-drop, because they have higher resource costs.
Mana in Magic are cards discarded from your hand solely for the purpose of increasing your mana pool: Lands could have been other cards that put a body on the board or removes an enemy body from the board -- but instead, it's a card you effectively discard from your hand to increase your total mana by 1. A player with 5 mana has discarded 5 cards to be able to pay 5 mana each turn. A player with 3 mana has 2 more actual cards to play than the player who played two more lands.
In Hearthstone, mana comes at no cost. In Magic, mana comes at the cost of 1 card from your hand -- effectively a "discard a card to gain a mana crystal" in Hearthstone.
10 worth of lands in Magic means 10 cards lands discarded for the purpose of getting mana; the other player who only got 5 lands has had 5 more cards to actually play.
10 mana in Hearthstone means turn 10.
There is no reason to compare the mana curve in HS with magic.
A 10-drop in Hearthstone is like a 4-5 drop in Magic, in terms of the card's value, because 4-5 mana cards means you played 5 lands, and each card in Heartstone is worth 2 mana -- where mana comes with no card cost, and drawing a card costs 2 mana.
(5 mana means 2 more cards sacrificed to increase your pool over 3 mana -- where aggro maxes out. Two cards that you could've played instead of using for mana had you played lower cost cards)
There's the cost of not being able to play more cards than one 10-drop, but that should be reflected through resilience, not gamewinning.
Anyways... I really, REALLY don't like Yogg. I'm not gonna say he isn't a viable win condition, but the fact that he is IMO is a joke. Really we should just have better, more consistent 10 mana cards. The RNG... is just too much. You literally NEVER know whats going to happen. It can just as easily cement your defeat as it can win you the game. It isn't reliable or consistent at all. We definitely don't need more cards like Yogg. More awesome, powerful 10 mana cards, yes. We could do without the randomness though.
I don't intend to be dismissive or mean-spirited here, but if this is truly how you feel, you should seriously consider the possibility that Hearthstone is not the game for you. It will never, never, ever be the game you seem to want it to be. Two-and-a-half years where every single expansion and adventure adds more random and unpredictable elements to the game should tell you that.
"More consistent win conditions" is not, and has never been, a priority for the design team. Quite the opposite, in fact. They want every game to be a little uncertain. They want to see more high-risk, high-reward plays, especially at tournament level. The fact that a card like Yogg is appearing in tournaments is actually a dream come true for Team 5.
Love him or hate him, the more you talk about Yogg, the more powerful he becomes, in a very literal, very real-world sense.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Praise yogg, as yogg said that thy will rise and thus strike down thy nonbeliever into the oblivion. For all the yogg haters remember that you cannot escape the God of deaths wrath. Also a special note to you praisers of yogg is that yogg giveth and yogg taketh.
Anyways... I really, REALLY don't like Yogg. I'm not gonna say he isn't a viable win condition, but the fact that he is IMO is a joke. Really we should just have better, more consistent 10 mana cards. The RNG... is just too much. You literally NEVER know whats going to happen. It can just as easily cement your defeat as it can win you the game. It isn't reliable or consistent at all. We definitely don't need more cards like Yogg. More awesome, powerful 10 mana cards, yes. We could do without the randomness though.
I don't intend to be dismissive or mean-spirited here, but if this is truly how you feel, you should seriously consider the possibility that Hearthstone is not the game for you. It will never, never, ever be the game you seem to want it to be. Two-and-a-half years where every single expansion and adventure adds more random and unpredictable elements to the game should tell you that.
"More consistent win conditions" is not, and has never been, a priority for the design team. Quite the opposite, in fact. They want every game to be a little uncertain. They want to see more high-risk, high-reward plays, especially at tournament level. The fact that a card like Yogg is appearing in tournaments is actually a dream come true for Team 5.
Love him or hate him, the more you talk about Yogg, the more powerful he becomes, in a very literal, very real-world sense.
I take no offense, but I think you are misunderstanding what I'm trying to say. I'm totally fine with some level of rng in Hearthstone. It's part of what makes it the game it is. But most other rng in the game u can expect or somewhat predict how the card will effect the game state, and play it accordingly to minimize the variance. While this is true to some extent with Yogg (you want to play him when your opponent has board control, and preferably when u have a decent amount of cards left in your deck) but no matter what the board state, ANYTHING can happen. I can't think of ANY other card in the game with such a high variance. I think rng on cards such as Ragnaros, Mad Bomber etc. is fine. You can manipulate the board to some extent to increase the chances of a favorable outcome, and you can always predict the possible outcomes. Either Rag will kill that Bog Creeper, or he will hit face. And while not killing the minion can result in you losing the game, the act of just playing Rag will not just lose you the game. Which is a realistic possibility each and every time you play Yogg. This kind of RNG I feel is bad for the game.
I have to disagree with having more consistent win-cons not being a priority though. C'thun and N'noth both speak to the contrary. You know exactly what you are getting when you play them. Even if C'thun does his damage randomly, u still know you are getting X amount of damage and can predict where this damage will go and what it will kill. With N'noth you know exactly what minions you are getting, unless of course u had more deathrattles die than room on the board to be re-summoned, but most N'zoth decks don't run that many. Very consistent win-cons. By nature of being a card game, every game is already uncertain. While the devs can enhance his uncertainty with rng cards such as Rag, Yogg takes this to a whole new level. And It's the only card I can think of in the game that can lose you the game on the spot just for playing him. Just WAYYY to much RNG
Yogg is a great card for the game. HS is meant to be fun to watch more than fun to play, because when you're watching, you're neither the guy who plays Yogg nor the guy who gets Yogg played against him. There's no way you can be salty, whereas if you're one of the 2 players, there's a chance if Yogg does very well for your opponent.
Yogg is a card I hate seeing in tournament play. Its unpredictability, ironically enough, makes it very versatile if the deck is built properly around it. This means a tournament-caliber Yogg deck has a decent chance to win every single match up. No other deck can claim that honor. And, as there's no way (aside from Counterspell) you can stop your opponent from playing spells, the counter-play potential against Yogg is very low. All you can really expect is that the board will be cleared and your opponent will draw some cards, so you play with that in mind and hope for the best. Not a great situation when the game's emphasis is on minion interaction.
Yogg to me feels exactly like the good old unstable portal into tirion/thaurissan/antonidas/kel thuzad/whatever, you basically lost to a 1-2% chance and you feel cheated. Yogg is like unstable portal on steroids, it casts 10-15 spells, any one of them could be that 1-2% card that loses you the game on spot. I'm ok with losing something like a 50/50 rag because it could have went either way but losing to a 2% chance feels so damn shitty.
While I hate Yogg Saron as well because it is so much RNG, pro tournaments still require you to win with all of your decks. This adds another level of strategy that you don't see on ladder, and makes it more of a legitimate skill competition.
Meh i enjoyed watching that zoolock get destroyed ^^ , i had an even better outcome whit yogg against zoolock once, fully cleared the board and healed me back to 30 whit that shaman healing spell , coming back like that from lost games.... feelsgoodman , praise yogg without these type of cards this game would be just play on curve and numbers.
Well Batstone, a tournament hosted by Firebat with most of the big names in the tournament itself has Yogg-Saron banned.
The bans were decided by community vote and, Yogg-Saron was far and away voted number 1 ban.
I'm not at all surprised by these decisions, hopefully more tournaments will opt to follow suit, this will bring both more variety to tournaments and remove toxic elements like Yogg and Tuskarr Totemic.
i made xixos malygos druid with some additions on my own and i want to say this, after playing it for the current season (im rank 12 day 4). first of all you have to understand that to play yogg you have to build your deck around him.... he is your boss card. a deck that is built on spells is on the defense all game. yeah its true cause the spells are used only to gain life or remove the opponents minions.
you say that dude was winning and monsanto shouldnt have won this game but youre dead wrong..... dude was playing a zoominion cectric deck that floods the board and monsanto was playing on the defense all game but his win condition is yogg and the other big drops he plays so he played his win condition and won.....
what you need is basically grow up and upgrade your way of thinking. because when yogg was revealed everyones was saying oh what a fun random card so random it can pyroblast my face 100 times so its bad. and i said its just the big boss for decks like lock and load hunter and similar decks and thats what it is..... but actually now you saw that youre dead wrong and yogg is not the bad clunky card you all expected, you saw a couple of tournaments where they had a lucky yogg and you come crying at the forums to nerf him or remove him from tournaments.
and let tell you this..... if they remove yogg from the game they should remove nzoth too. cause he does practically the same. you build your deck around deathrattles and nzoth brings them all back. yogg does a similar thing for spells.
also to those who say yogg is an auto win have you actually played the card? i have lost many games because of astral communion or buffing the opponents minions. YES I WOUDNT HAVE WON EITHER WAY BUT MY DECK HAS 2 WIN CONDITIONS MALYGOS BURN OR YOGG.
so things are pretty simple you want to play shaman, zoo, hunter, dragon warrior or a yogg deck. and yeah yogg is a fucking win condition cause i play defense against hunters until turn 10 if it wasnt a win condition why would i play this deck.
and about the game i told you my opinion that monsanto guy won fair and square, he played his win condition and won. simple as that
Seriously it's these same idiots that thought yogg would see no competitive play and now they are crying for nerfs. Also this is a professional children's card game, it is not meant to be taken seriously but it's all about fun.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Yogg is trash.
The random element is merely a platform, how you navigate is where skill comes in
And anyone who gets salty over Yogg acting as a board wipe and drawing some cards, he's behaving as intended. Go back to Chess if you can't hang
I'm not even gonna read the thread, but I'll say, imo, for anyone who ever played Starcraft (1 or 2), it's really gotta seem like competitive HS is a joke...I mean, I wasn't that good in SC2, only Diamond once, but when I've played against higher ranked (better!) players, I knew why I've lost AND could learn a thing or two from it.
You can't stop the signal.
For one, who cares. Yogg will rotate out, alongside every other card that will ever be printed for the rest of all time. Understand that things you don't like will happen, and that at some point they will change.
Second, your opinion does not matter. 40k people watching does matter. As long as people will watch in droves, Hearthstone will be an esport. Sports do not always denote skill. Poker is also considered a sport because people watch it.
Third, everyone's concept of yogg is wrong. Expensive cards should win you the game. Look at MTG's latest Emrakul that came out in the Eldritch Moon set. That is a big minion that allows you to take your opponents turn for them. Here you guys are complaining Yogg is OP. At the end of the day, a 10 mana card needs to win you the game. You're investing your entire turn to play it, if the tempo swing isn't enough to bring back the board or win you the game on the spot it is trash. We honestly need more cards like yogg so a real control style game can be played.
Fourth, RNG is inescapable. You're pointing and crying at Yogg, but ignoring the fact that his opponent was playing an aggressive deck. His opponent was relying on him drawing the right cards at the right time, and overextending to try and win. That is no different that playing a yogg and hoping it plays the right spells to give you a comeback.
There, can we close this dumb thread now?
The best way to solve problems is to create more problems until you are dead
Lands could have been other cards that put a body on the board or removes an enemy body from the board -- but instead, it's a card you effectively discard from your hand to increase your total mana by 1.
A player with 5 mana has discarded 5 cards to be able to pay 5 mana each turn.
A player with 3 mana has 2 more actual cards to play than the player who played two more lands.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Praise yogg, as yogg said that thy will rise and thus strike down thy nonbeliever into the oblivion. For all the yogg haters remember that you cannot escape the God of deaths wrath. Also a special note to you praisers of yogg is that yogg giveth and yogg taketh.
Yogg is a great card for the game. HS is meant to be fun to watch more than fun to play, because when you're watching, you're neither the guy who plays Yogg nor the guy who gets Yogg played against him. There's no way you can be salty, whereas if you're one of the 2 players, there's a chance if Yogg does very well for your opponent.
Yogg is a card I hate seeing in tournament play. Its unpredictability, ironically enough, makes it very versatile if the deck is built properly around it. This means a tournament-caliber Yogg deck has a decent chance to win every single match up. No other deck can claim that honor. And, as there's no way (aside from Counterspell) you can stop your opponent from playing spells, the counter-play potential against Yogg is very low. All you can really expect is that the board will be cleared and your opponent will draw some cards, so you play with that in mind and hope for the best. Not a great situation when the game's emphasis is on minion interaction.
Yogg to me feels exactly like the good old unstable portal into tirion/thaurissan/antonidas/kel thuzad/whatever, you basically lost to a 1-2% chance and you feel cheated. Yogg is like unstable portal on steroids, it casts 10-15 spells, any one of them could be that 1-2% card that loses you the game on spot. I'm ok with losing something like a 50/50 rag because it could have went either way but losing to a 2% chance feels so damn shitty.
While I hate Yogg Saron as well because it is so much RNG, pro tournaments still require you to win with all of your decks. This adds another level of strategy that you don't see on ladder, and makes it more of a legitimate skill competition.
Meh i enjoyed watching that zoolock get destroyed ^^ , i had an even better outcome whit yogg against zoolock once, fully cleared the board and healed me back to 30 whit that shaman healing spell , coming back like that from lost games.... feelsgoodman , praise yogg without these type of cards this game would be just play on curve and numbers.
Well Batstone, a tournament hosted by Firebat with most of the big names in the tournament itself has Yogg-Saron banned.
The bans were decided by community vote and, Yogg-Saron was far and away voted number 1 ban.
I'm not at all surprised by these decisions, hopefully more tournaments will opt to follow suit, this will bring both more variety to tournaments and remove toxic elements like Yogg and Tuskarr Totemic.
Ban all aggro counters! jk