And why is a deck restriction having good cards in your deck? Cascading Disaster is good and easy to corrupt. Strongman and Tickatus also can be corrupted easily in control decks. Specially Tickatus, which his cost can be reduced.
Guys, the drawback can't be that you have that dead card in hand! That isn't a drawback. That's a regular 10 mana cost card, if you drew it before, it's a dead card, in any scenario, in any class and with any 10 mana card. If that's the main drawback of Y'shaarj, then we can say that the other gods are weak, since they also require additional things (some of them pretty heavy to get to work) AND also have that restriction of "10 mana card = bad draw".
How is not easy to corrupt cards in control decks? It's hard with cards like Clown, but with cards costing less or equal than 6? Not so hard.
We had this exact problem before guys, I really don't understand how you can't see it. The same was said with Alex "having no duplicates is a huge draw back, the card is fine with 0 mana cards"... Also with Galakrond, "corrupting 4 times is hard, it's fine with 0 mana cards". 0 mana cost discounts are broken most of the times. It's understandable in an effect like Yogg, which is heavy RNG-based (and it loses the discount in the next turn)...
I was talking today with a friend about this card and the whole dynamic of old gods. All gods rely on heavy deck-building restriction or have a big drawback.
Yogg needs to have many spells, and his effect, although is insane, sometimes can lose you the game.
N'Zoth relies on heavy deck building. And it can be disrupted with transform effects. You wanted your Winged Guardian homie? It'd be a shame if instead a sheep got resurrected.
C'Thun also needs heavy deck building and it puts in your deck 4 spells that in general lose you tempo.
Said that, can anybody tell me the deck building needs for Y'shaarj, his counters or drawbacks? In one turn you get INSANE tempo. It's specifically oppresive in Warlock, since in the same turn you burn from 5 to 10 cards from your opponent (if you got a copy of Tickatus with Felosophy) while also clearing your opponent's board and putting some HUGE stats.
At first with Warlock I thought the problem was Tickatus. But on a second look, that card can be countered, by heavy draw or using Lorekeeper Polkelt for drawing your important cards before.
I think that cards from Y'shaarj should cost 1 mana. It has the same problem that Galakrond and Alex had not so long ago. Let me put you this example:
You use a C'Thun deck, your opponent is a Warlock. If you used Polkelt, you can draw all of your pieces quickly before he throws his Tickatus. OK with that. But what can you do if the opponent has Y'shaarj in hand? NOTHING. If you clear your deck and shuffle your C'Thun, he'll burn it with the free copy of Tickatus. If you clear your deck, put shuffle your C'Thun AND also draw that card, he'll dump anyways the Tickatus, maybe 2 copies of it, or one or two of the 0 mana taunts, disrupting your C'Thun.
Gods should be high risk cards (Yogg) or either with big deck restrictions (N'Zoth) or tempo loss (C'Thun). Y'Shaarj has any of that drawbacks. You don't need to make a whole deck around it. You don't have any risk while playing him. And you don't lose tempo, since you can do a bunch of things on a single turn while also dropping insane stats.
Oh indeed lol, they cost 0 only for a turn. I’m stupid.
And why is a deck restriction having good cards in your deck? Cascading Disaster is good and easy to corrupt. Strongman and Tickatus also can be corrupted easily in control decks. Specially Tickatus, which his cost can be reduced.
Guys, the drawback can't be that you have that dead card in hand! That isn't a drawback. That's a regular 10 mana cost card, if you drew it before, it's a dead card, in any scenario, in any class and with any 10 mana card. If that's the main drawback of Y'shaarj, then we can say that the other gods are weak, since they also require additional things (some of them pretty heavy to get to work) AND also have that restriction of "10 mana card = bad draw".
How is not easy to corrupt cards in control decks? It's hard with cards like Clown, but with cards costing less or equal than 6? Not so hard.
We had this exact problem before guys, I really don't understand how you can't see it. The same was said with Alex "having no duplicates is a huge draw back, the card is fine with 0 mana cards"... Also with Galakrond, "corrupting 4 times is hard, it's fine with 0 mana cards". 0 mana cost discounts are broken most of the times. It's understandable in an effect like Yogg, which is heavy RNG-based (and it loses the discount in the next turn)...
Hi guys.
I was talking today with a friend about this card and the whole dynamic of old gods. All gods rely on heavy deck-building restriction or have a big drawback.
Said that, can anybody tell me the deck building needs for Y'shaarj, his counters or drawbacks? In one turn you get INSANE tempo. It's specifically oppresive in Warlock, since in the same turn you burn from 5 to 10 cards from your opponent (if you got a copy of Tickatus with Felosophy) while also clearing your opponent's board and putting some HUGE stats.
At first with Warlock I thought the problem was Tickatus. But on a second look, that card can be countered, by heavy draw or using Lorekeeper Polkelt for drawing your important cards before.
I think that cards from Y'shaarj should cost 1 mana. It has the same problem that Galakrond and Alex had not so long ago. Let me put you this example:
You use a C'Thun deck, your opponent is a Warlock. If you used Polkelt, you can draw all of your pieces quickly before he throws his Tickatus. OK with that. But what can you do if the opponent has Y'shaarj in hand? NOTHING. If you clear your deck and shuffle your C'Thun, he'll burn it with the free copy of Tickatus. If you clear your deck, put shuffle your C'Thun AND also draw that card, he'll dump anyways the Tickatus, maybe 2 copies of it, or one or two of the 0 mana taunts, disrupting your C'Thun.
Gods should be high risk cards (Yogg) or either with big deck restrictions (N'Zoth) or tempo loss (C'Thun). Y'Shaarj has any of that drawbacks. You don't need to make a whole deck around it. You don't have any risk while playing him. And you don't lose tempo, since you can do a bunch of things on a single turn while also dropping insane stats.
What do you guys think?