![]() Generally favors minion-based decks as slower decks that try to control the board may not find playing random minions useful unless they roll some perfect ones.Ĭontrol the Makers: Both heroes have +1 Attack on their turns. Shifting Futures: Both players start with 2 copies of Shifter Zerus in their hand. Useful both for aggro decks that may run out of resources and for control decks that want to search for answers. Great for decks like Handlock in Twist, but there are not many decks that directly benefit from having cards in hand. Gift of Gluttony: Both players start with two more drawn cards. ![]() Especially good for decks like Totem Shaman that want to use their Hero Power a lot. This is Genn Greymane effect without the even cards restriction. Light in the Dark: Both players’ Hero Powers cost (1) less. Excellent anomaly for aggressive decks that risk running out of cards, but not awful for slower decks that want to get rid of some useless cards in favor of better ones during the game. Shifting Fate: Both players start with Gear Shift in their hand. ![]() Prince Renathal decks will rejoice from this one. Slightly more beneficial for greedy, inconsistent decks. Makes all decks more consistent, which is good for everyone. Opportunity Knocks: The first card drawn on a player’s turn is one they can afford to play. It can also potentially favor Druid decks that can ramp and use Yogg-Saron to stabilize. ![]() It can affect games that go long and favor spell-heavy decks. This anomaly is largely inconsequential given that the average game length is fewer than 10 turns, and Yogg-Saron costs 10 mana to play. The anomaly also punishes mill and fatigue decks, but those are not around much anyway.Īpproaching Nightmare: Both players start with Yogg-Saron, Hope's End in their hand. Imagine trying to find your combo pieces, but instead shuffling cards that draw more cards into your deck in an endless cycle. Twist Reality: After a player plays a card this game, shuffle a copy into their deck. You get to see the anomaly or anomalies affecting the game before you mulligan, so you can take its effect into account already before your first turn.īut are any anomalies that fatal? Let’s take a look at them all. Over small sample sizes, anything can happen. In a game where 60% is a phenomenal win rate, that is a major effect over a large number of games. If your deck automatically loses to a specific anomaly, you will simply concede 5% of your games. Therefore, each anomaly has a 5% appearance rate. There are 20 anomalies in the game, and each of them is equally likely to be selected in each game. But is it all just pure madness, or are there ways to benefit from the anomalies? Let’s investigate. If both players are running Cho’gall, the other anomaly is guaranteed for the game. Furthermore, if either player has Cho'gall, Twilight Chieftain in their deck, there is a 25% chance for that game to have another anomaly. From there until the next expansion patch, patch 28.0, there will be a random anomaly in 25% of Hearthstone games. (In other words, making the anomalies work properly with all possible Duels combinations was an impossible task.)įor one week starting on September 19, there will be a random anomaly in every game of Hearthstone. Duels was already too crazy for Yogg-Saron to bother doing more to it and has been spared further madness. Standard, Wild, Twist, and Arena have all been infected. The madness of Yogg-Saron has descended upon almost every constructed Hearthstone format.
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