'Servant of Yogg-Saron' Tryouts
- "Help Yogg-Saron find a servant! Your deck is full of wannabes who cast a random spell at a random target when played."
'Servant of Yogg-Saron' Tryouts is a Tavern Brawl. It made its debut on July 13, 2016.
History[edit | edit source]
|57||July 13, 2016||July 18, 2016|
|77||November 30, 2016||December 5, 2016|
|98||April 26, 2017||May 1, 2017|
|134||January 3, 2018||January 8, 2018|
Overview[edit | edit source]
This Tavern Brawl sees players doing battle with randomized decks, consisting entirely of minions. Every time a minion is played, a random spell is cast, with targets selected at random, similar to the Battlecry of Servant of Yogg-Saron, but with no limit on the mana cost.
Notes[edit | edit source]
- The random spell is cast only when a minion is played from the player's hand, not when summoned by other means.
- The spell is cast after the minion arrives on the board, but before the activation of the minion's Battlecry, if any.
- One consequence of this is that the minion itself is a valid target for the spell.
- Targets for Battlecries must be selected before playing the minion, and therefore before the spell is cast or revealed. Once the spell has resolved, the Battlecry will take effect with the original target, even if the spell has removed the target or rendered it no longer valid.
- Despite this order, the Battlecry is shown in the history as having completed with its original target prior to the spell being cast, even if the spell removed the Battlecry's target.
- Any collectible spell of any class may be cast by the effect, but not uncollectible spells.
- The spell cast is random, and is not determined by the minion's cost or any other factor.
- For in-depth targeting, trigger and card text behaviour, see Yogg-Saron, Hope's End#Notes.
- The player's deck is composed of neutral and class specific minions.
- The spells cast randomly do not count for the effects of cards such as Yogg-Saron, Hope's End himself and Lorewalker Cho.
Strategy[edit | edit source]
This is arguably the most random Brawl yet, featuring a far larger RNG element than even Encounter at the Crossroads or Randomonium. The heavy and game-determining influence of the spells that are automatically cast each turn makes planning difficult, often outweighing the importance of good tactical choices, and makes the outcome of any plan impossible to know in advance.
The one area that can be reliably controlled in this Brawl is the choice of class. This affects not only the Hero Power but also which class cards will be included in the deck.
Below are some tips to bear in mind while playing. However, for the most part success in this Brawl is out of your hands - the best strategy is usually to sit back and enjoy the ride.
- Use classes with stronger Hero Powers. The Rogue, Mage and Druid Hero Powers allow them to grab tempo and board control, although this Brawl has a much bigger come back mechanic than usual. If you are gunning for a very aggressive style and hoping for an aggressive spell minion attack, use Hunter to finish games quickly. Warlock is ok because they can keep drawing cards, but be really careful because spells can deal a lot of damage without warning.
- Board is king.
- Use a similar strategy from Encounter at the Crossroads but add in the possibility for a spell to vastly change the outcome of a match. Don't expect boards to stick, your minions to trade up or trade down. More minions on board means more targets for buffs but makes you more susceptible to enemy AoE. Balance accordingly.
- Make all trades and interactions that help you first. Reduce the opponent's minions on board, and then play your minions to improve your odds. This risks wasting Attack buffs and spells that remove enemy targets, but reduces the impact if a spell weakens or clears your board.
- Remember, if you are ahead, reduce the RNG and go for consistency. If you are behind, increase the RNG and randomness.
- If you have an advantage or the board, save your cards. Try to reach lethal as soon as possible but don't flood the board otherwise a random AoE might blow you out. Be aware that the more minions you have, the more likely they are to be the targets of spells, both useful and dangerous.
- "Sticky" minions are pretty good, as their Deathrattles allow you to keep some board presence even if they immediately destroy themselves with a spell.
- Never surrender until the last possible moment - you can come back from even the worst of circumstances depending on the spell, both your own and those of the opponent.
Trivia[edit | edit source]
References[edit | edit source]
- Yong Woo on Twitter. (2016-07-18).