Are Secrets Considered Spells In Yog Saron?

Yogg-Saron, Master of Fate, casts a random spell in the Wheel of Yogg-Saron, which affects all potential targets, including your own hero. The more spells Yogg-Saron casts, the greater the chance of something bad happening. The chances of only good things happening are 0.68^N.

Yogg-Saron can cast any collectible spell, regardless of class, but not uncollectible spells. The same spell can be cast more than once due to its nature. 1 of 10 of Yogg-Saron’s spells will be secrets. Most spells are some kind of damage, with some resource gain occurring in about 1/5 of them.

The deck aims to get some spell damage minions killed and later resurrect them with Unending Swarm so that your Moonbeam can deal a bunch of damage. The more spells Yogg-Saron casts, the greater the chance of something bad happening.

Yogg is a 10 Mana card that when played, casts a random spell for every spell that you have cast in the game previously. These spells can vary, and counterspelled spells do not count towards Yogg-Saron’s counter. If Yogg-Saron casts Lock and Load, then that particular spell will be used.

In summary, Yogg-Saron’s Battlecry only counts spells cast by the hero themselves, and his spells are based on the player’s previous spells.


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Are Secrets Considered Spells In Yog Saron?
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  • Puparrian scampers excitedly seeing Kripp carrying the new bird cage. “Here you go, Birdarrian,” says Kripp as he hangs the cage in the office. Unfortunately, Pupparrian’s joyful romping caused Kripp to stumble, the cage bursting open and Birdarrian falling helplessly into the merciless jaws of the paper shredder sitting below the cage. “Oh no,” gasps Kripp, “I forgot about shredder placement.”.

  • hey guys hows it going comment section here so today we’ll find out how the comment section works turns out its preeetty good we have the people who comment first we have skipperino kripperino blessing us with skipps we have some shit cards cough*magma rager*cough and we have kripp himself who never responds to us, because he is a god among us

  • Yogg is basically 10-mana Dr. Boom. You can pretty much bank on some value, but there is some variance to the effect. Unlike Dr. Boom, it affects the board immediately (which is a good thing since it costs much more). You do need a certain deck to support the card, but it doesn’t have to be built EXPLICITLY for him. Many control decks already play enough spells to expect 7-8 by the time you are late enough to play him (Control Warrior especially). Other decks could make small tweaks to up the spell count (run Raven Idol in a Druid deck for example). And let’s not forget that the Coin counts as a spell, so half of the games you are already starting at +1 spell. I do really think this is going to make a big splash in constructed in many different decks. Like Dr. Boom, people are going to run it as a late-game value play that is powerful enough even without deck synergy.

  • Druid deck with Brann Bronzebeard, Yogg-Saron and 28 spells, including double Innervate for turn 9 Brann -> Yogg and 2 Raven Idols to discover 2 extra spells. If you survive long enough to play all 30 spells (28 + 2 Idol spells, maybe even more if you discover idols from idols), you’ll get a 60-Spell Yogg-Saron.

  • So, I assume that I wasn’t the first to think that Druid is the right class for Yog, right? Inervate and Growth to get him earlier, swipe, Wrath, Living Roots, Raven Idol, all of these are quality cards in a Druid deck anyways. Maybe a Nourish or Starfall, Power of the Wild as a 2-drop minion, etc etc. And then just fill the rest with Druid’s high-quality minions. ^^

  • I think i’d play Yogg Priest. With all those techi spells you want to play, making a spell deck wont be too tough. Against full aggro you have enough control cards to keep that on lock every time. Then against control you gotta bank on thought steals and Yogg to try to give you an edge. With that new card “embrace the shadows” your circles will be one of the best board clears in the game. Frost mage seems cool as was said and iceblock lets you keep yourself safe from yog death, but i feel frost mage doesn’t play all that many spells. it really just waits to get as much value out of every card possible. While the priest might beable to be abit more aggressive with its nurous board clear spells.

  • So I just ran the simulator with the base set up using 10 spells and got this insanity: Force of Nature Everyfin is Awesome Raven Idol added a minion Shield Block Entomb on opponent’s Defias Ringleader Shadow Word: Pain on opponent’s Imp Mark of the Wild on my Treant Ancestral Knowledge drew 2 cards Shadow Word: Pain on opponent’s Defias Bandit Wisps of the Old Gods buffed my minions DONE So I have a 7/8 Spider Tank, 5/6 Silverback, 2 6/6 Treants and 1 8/8 Treant all attacking. 32 points of damage! Note that is was like the 10th time I ran the simulator, and the only time I even got a strong advantage, let alone a OTK. Yogg is going to be SO bad, yet SO fun.

  • I feel like people completely miss the point of Yogg. For me the card is meant to be played in tempo decks with a lot of spells like tempo rogue and tempo mage. I play a lot of these two and you often find yourself in a spot where you need a swing, tempo mages play pyroblast as a 1 of very often but Yogg might actually be more consistent as strange as it may sound. The “overall positive” effect is EXACTLY what tempo decks needs at turn 10, I will definitely play Yogg as a 1 of in tempo mage and tempo rogue. You naturally build a board and progress with a lot of spell and you need that big value at the late stage of the game when you are on the draw.

  • i think my simulation is the best one: Consecration killed 3 minions (3/4) Moonfire damaged Me for 1 Demonwrath killed the last enemy minion Demonfire on my Yogg-Saron Preparation Resurrect summoned a 3/3 (partial implementation) Healing Wave healed my Yogg-Saron for 14 Polymorph: Boar on my (Resurrect) DONE i set my life to 6 and 24 for opponent, so, this is the best simulation xD

  • the overload stuff is currently being debated, because of sphagetti code. currently, the testing showed that some overload spells resulted in actual overload and some didn’t. I don’t understand why Blizzard didn’t plan ahead when they coded, but if you’re less lazy than me, you can test which spells would currently actually create overload by playing them against counterspell. Apparently that interaction is also bugged.

  • First Attempt x10: ——————————————————————- Hunter’s Mark on opponent’s Imp Arcane Intellect drew 2 cards Arcane Shot damaged Me for 2 Mind Control stole opponent’s Defias Ringleader Power Word: Shield on opponent’s Defias Bandit Thistle Tea DOOM! destroyed all minions and drew 7 The rest is fizzled

  • My sim was awesome, (Btw I made it so yoggsaron was played with no minions for me) Flamestrike — This cleared opponents board. Dragon’s Breath damaged Opponent for 4 Ice Lance froze Opponent Heroic Strike Infest Windfury on my Yogg-Saron Resurrect summoned a 3/3 (partial implementation) Animal Companion summoned Misha Burgle Polymorph: Boar on my (Resurrect) DONE

  • What might make the card swing towards valuable is the existence of spells that have no target such as Mind Blast, Animal Companion and the secrets. Whether there are enough of those types of spells to make it worth it remains to be seen, especially since there are many new spells we haven’t seen yet.

  • at 1:45 in the article, part 6 contradicts part 10. “It will follow the rules as if your hero cast them” and “the cast spells will be cast by yogg-saron” I don’t see how demonfuse giving my opponent a mana crystal, and lorewalker cho/gallywix not applying their effects are interchangable. They’re not. Blizzard needs to pick one or the other. Also, can we PLEASE fix the “blizzard kills minions THEN freezes them” bug? Just make it freeze THEN kill. Not a hard change tbh. Idk why they haven’t done it yet.

  • I think a lot of people are looking at this card generically wrong. Looking at 10, or even 20, spell Yogg’s. Yogg’s spells are somewhat diminishing in returns. The first flamestrike is probably pretty great, but by the 3rd board AOE it’s likely already clear. One or two card draw effects are good, 3 or 4 is probably not. By the time you hit 20 spells, many are going to fizzle, and many of the ones that /were/ beneficial will no longer be. The real question is “How many casts does Yogg need to make up for the fact that 7/5 for 10 mana is terrible, and is that a number that an otherwise solid deck will hit?” Ultimately I think Yogg’s playability is going to hinge on how good he might be in a deck that isn’t built 100% around him. Instead of wondering how good a 20 cast yogg may be, I want to know how if he’s good at 5 casts, because most decks can reach that reliably. Rather than building a deck specifically for super-Yogg, I’m curious to see if he can fit in something like control warrior where a scenario that has both you and the enemy getting pyroblasted to the face is a often a clear win for you?

  • I don’t know why you judge the card assuming people will buildd ecks around it. I don’t think Yogg is a win condition, a game finisher. It’s just a possible comeback card. You play this when you are behind, you have like a 70-80% chance of making the board equal or even coming ahead, plus probably drawing a few cards. In that way, Yogg is more like a safer Deathwing.

  • Challengestone (kinda obvious, but anyway): Only rule, if your opponent dies on your turn before you played Yogg-Saron, you lose instead of winning. So basically, force everyone to play Yogg-Saron, and force his battle cry to happen (atleast) once per game. Lot of problems unfortunately, mainly: You can kill your opponent on his turn, people may abuse that so you may have to put in extra-rules. Player to draw Saron first will win most of the time. Maybe allow winning after either player played Yogg, but then the player who spent 10 mana is in serious disadvantage.

  • I think Yogg-Saron is actually good. Think about it. It seems to pretty reliably take out a good chunk, or completely wipe the opponent’s board with a decent number of spells. The favorable spells far outnumber the harmful ones. We always want 10 mana legendaries to impact the board immediately. Well, he does this. Sure, some cards will be blunders, but after playing Yogg, you’ll probably be in a far more favorable position than if you played a card like Varian Wrynn. In the simulators done in this article, what you got for 10 mana was actually pretty insane, far more than what a normal 10 mana turn could offer. In a control deck like Renolock I think Yogg will be amazing. At the very least he’ll be one fun card to use.

  • Nerf Coin threads will pop up some more, cuz it will be +1 spell cast for Yogg. Casino Mage will truly shine in this expansion. Cast a spell, get 3 more spells, discover a spell, discover a 3-drop which is most likely a spell, spell to draw 2 more cards from deck which will give more spells, cast a spell, then add a spell to deck, freeze/stall spells. Sadly Ice Block will not save when Yogg decides to Pyro on your face x2-3, but still Yogg will be a competitive deck for freeze/heavy spell mage for sure.

  • I feel like this is trying to point out what we already know: the card isn’t exceptionally good. But the caveat is that it’s SUPER FUN. I’d much rather instigate a giant RNG diceroll clusterfuck and see how it lands than play a normal deck just to have my opponent pray to RNGesus and topdeck lethal all the time. Both are RNG, but the former is far more amusing.

  • I feel like the grammar used in the card text “Battlecry: Cast random spells” is using the ‘understood you’. Meaning it can be interpreted as ” You cast random spells” meaning the card itself isn’t casting the spell. If that were the case the text would/should read “Battlecry: CASTS random spells” because grammatically an (s) follows the verb that refers to a third person pronoun. I bring this up because so far, card text is very specific in terms of what is going to occur mechanically.

  • I know it won’t play spare parts, but does playing spare parts count as a spell toward Yogg? Because a mix between Mech Mage and Freeze Mage might be good. You have freezes and stuff to help draw out the game to turn 10, some mechs that give spare parts for extra and cheap spells, plus in best case scenario, Brann, finicky cloak, frost nova and ping turn 9 into Yogg turn 10 for a double battlecry. Regardless, this will be a fun card to play with!

  • I don’t see why you even needed to address whether or not this card would “break the game.” It’s RNG on top of RNG, on top of just getting to play the card to begin with if you’re going to base a deck around it. Yogg-Saron may as well be renamed to the Old God of Inconsistency. It’s not but a (subjectively) fun card, meant to be a roll of the dice and you see what happens for entertainment. Feels like a waste to me though.

  • This guy in a spell heavy deck is ultimate esport. He’ll get the most play in Tavern Brawls propably, because these often allow you to build a deck with almost nothing but spells. If you play him with Brann + 20+ spells stocked up, then the spell barrage will propably kill both players. But what a highlight on trolden!

  • I think this card is already just borderline viable. It won’t be too much to ask if it did not overload you from the spells Yogg’Saron casts. You are already spending 10 mana on random effect after which you very rarely get to play anything else. You are screwed most of the time if you do not get expected results not to talk about the time Yogg will be the one doing the job for your opponent. Overloading would only be necessary if this card is deemed OP, which I highly doubt. Having a freedom of playing next turn with full 10 mana will give you the opportinity to catch up at least some if you got crushed or you can start winning if the play ended up in your favor. You also have to remember that your opponent will play stuff before you can start taking advantage of Yogg’Saron play. The randomness is already a large enough drawback so overloading would just be insult to injury.

  • Try to play it on a control warrior deck in the late-game assuming you’ve used say “Bash, Bash, Sheild Slam, Brawl, Map to the golden monkey” not too unlikely in a long game, which a control warrior often has, I did about 40 tests pressuming that my opponent had a board and I didn’t and had fairly solid results (I pressumed I’d have 7 card in hand to and even then it only overdrew me once where I had a sprint) all in all a fairly solid card.

  • Incoming ‘Best of Yog-Saron’ compilations that includes almost every spell cast by him be a face damage spell. ( Etc – 6 spells cast that game – 2 frostbolts, a pyro, a fireball, a holy fire, a starfire. ) Or every one be a heal spell for you. Or in turn, its a fail compilation, and it casts a pyro on you and kills you or heals the enemy player from 1 to 30

  • Yogg should be tried seriously in Control Warrior. They want the game to stretch until very late and play a lot of spells anyway, between 2x execute, 2x shield slam, 2x shield block, maybe a whirlwind or cleave, 2x bash, maybe a map to the golden monkey, and it might get even more spell heavy when they lose sludge belcher, death’s bite, and shieldmaiden due to the rotation.

  • 1.Even tho yogg is casting the spells, if YOU play a card before playing yogg, the possible combo spells yogg casts still get the combo. 2. Why does Hallazeal get triggered even tho it’s yogg casting the spells that would deal the damage and not you? = Yogg’s spells are considered to be yours AFTER they are cast, but still get to be considered to be your’s BEFORE the cast for the combo effect? What a confusing fucking mechanic. This mechanic combined with the fact that up to this point the wordings on some cards don’t even do what they say nor are the wordings consistent across other cards, makes this pointlessly confusing and is begging for it’s own name besides “Battlecry: cast a random blablabla” Since Discover needed its own name for “Draw 3 random ‘X type of’ card and discard the rest”, if this retarded mechanic is going to expand, it definitely needs it’s own name. I wonder why doesn’t yoggs battlecry include something like “Change the rules of this card at random” because this card doesn’t make any fucking sense. It might mind as well say “Change the rules of the game at random for the rest of the game”. Yogg-Saron, Consistency’s End. Flavor text: “I make no sense and neither shall your game. RNG WILL CONSUME YOU”

  • It really makes no sense that Yogg-Saron can die to the spells casted by its own battle cry. Considering how Brewmaster, Mad bomber and similar cards work, it is evident that a battle cry is an effect that’s happening before the minion is actually placed on the board. Thus Yogg-Saron should not be on the board when the spells are cast and therefore unaffected by those.

  • I think Yogg will be amazing as a last resort card, on average I play 6 to 8 spells in any given deck, and If i throw yogg in there he could save me the game. Don’t build a deck around him, just play him when you are about to die, if he does nothing well you were going to lose anyway, but there is a chance he could save the game for you by clearing the board and drawing you cards. I will run him in every deck just for a last resort, I think that is where he is strongest.

  • i made a mage deck with Yogg and it wins roughly 50% of the time. i use mostly spells for obvious reasons but i use spells that can summon minions or minions that give me spells. it has a decent synergy on its own but i also added multiple win scenarios with it like light c’thun involvement, secrets and high damage minions/spells. The deck works well but it needs some tweaks.

  • yogg-saron seems like the old cliche, where someone loseing at a game will just flip the table and let all the pieces crash to the ground, thats what yogg does, if you are losing play him and let RNG run absolutely rampant, you just might even out or come out on top, if you lose? well it was probably too late anyways.

  • I think the way this will see play most is Elise in priest and control warrior. Just like all other weird wacked out legends you will see Yogg when its monkey time more than either player will like. Remember monkey too will be affected by standard so no more booms etc only Standard legends so Yogg will be fairly common.

  • “The cast spells will be cast by Yogg-Saron, meaning cho and gallywix will not give a copy to your opponent.” However, when it comes to discarding, you will happily lend Yogg cards to discard, and we’re also considering making you absorb all of his overloaded mana crystals. Aren’t you just the nicest!

  • Oh, so it is a COMPLETELY randomized targeting, it wont focus your opponent first? I was originally of the impression that if, say it pulls a pyroblast, it would target an enemy character. if it can target anything, that feels much worse. Edit* this is likely because i have bad rng – i would be prone to triple pyroblast to my face.

  • Yogg-Saron is a competitively worthless card. It has NO value whatsoever in any deck made with the intention of winning, rather than just screwing around. It wouldn’t be THAT bad if it didn’t have such godawfully atrocious stats for its cost, since its battlecry has very little real value, since every spell that backfires gives it negative value. Good for lulz, but no serious use at all. It’s a card made exclusively in order to fish for Trolden submissions.

  • There is a reason why Yogg will be run in every control deck and this is why: Kripp always says that cards which are good only when you are winning are not great, but Yogg is completely contrary to that. Imagine your opponent has secured the game and you have nothing left but to concede. With Yogg you have the last standing chance to fight. Everything is possible: you can clean the board, get ice block or any other good secret or you might even win! worse case scenario you will die to it as if you had died to conceding. That concludes my statement

  • So hypothetically you could cast 3 spells all game, and Yogg could pyroblast you 3 times in the face? Very very very unlikely but still possible? That being said he could also do that to your enemy just as likely as he will kill you but also could charge + power overwhealmingx2 itself for some derpy wins in that same scenario.

  • So, I would argue that some things about Yogg make no sense to me. If it is casting as if Yogg is casting the spells. Why would certain things count as if you casted them, but yet others don’t. It seems like a really strange design. It doesn’t matter because the card is cool, but it seems inconsistent. Why should I discard cards or my enemies get mana crystals, but my Flamewaker doesn’t do its 2 damage.

  • sorry if it’s already been mentioned or confirmed before but; the text says “cast a random spell for each you’ve cast this game”. So is going to for sure cast the same spells you did or say if you casted 4 spells, it’s going to cast 4 completely random/different spells? I’m only asking because some of the text in previous cards haven’t been what they seem, on top of certain interactions not working together

  • Kripp is a fool. He only plays arena and dont know constructed. this card fits perfectly in current rogue deck and dont even have to build a deck around this deck. all the simulation he ran, the effect was always so good in his favor and he tries to be pessimistic because of the fact that you had to build a deck around it as a win condition, but it didnt have to at all. You just replace one card with this card in gadzetgan spell rogue deck(which dog made it to top 14 with) and this card have so much potential every game. spell rogue already had a very good win condition by itself and yogg saron only improves it

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