“Troggs Rule!” is not an especially fearsome battlecry, and yet it evokes dread and terrifying memories in the minds of many. The same can be said for the growl of a Mana Wrym, or Frothing Beserker expressing his weapon’s need for a drink. With Un’goro, we have a new sound to etch into our collective memories to be filed under “Trauma”: The hoarse shriek of that neon-pink “flappy bird”, Vicious Fledgling.
What makes all these cards so problematic and easy to despise is twofold. First is their relatively high health for the point in the game they are likely to be played. 3 health on turn one or 4 health on turns 2-3 is incredibly hard to deal with, and almost impossible to do in a timely, efficient fashion.
But remove them fast you must, because the other trait these cards have is easy-to-activate, unlimited, permanent attack buffs. Vicious Fledgling also gains health, divine shields and “Cannot be Targeted” effects depending on adapt RNG. The effect of this huge scaling of threat level is to very quickly deal massive amounts of damage and force the opponent’s entire gameplan to absolutely revolve around first dealing with that 1-3 drop.
The combination of scaling attack and initial survivability is brutal. A hard to remove card that is also incredibly threatening has proven over and over to be the most effective Aggro minion, and these cards combine those aspects perfectly. Cards like these can quickly “Snowball” the game out of control.
Now, there’s nothing wrong with cards that end games if left unchecked. Beefy finishers like Ysera or Deathwing are great because they quickly turn the tides against resource-starved opponents, forcing games that otherwise would drag on indefinitely to draw to a close. However, by the time your N’zoth or Alexstrasza comes down to finish things off, your opponent has drawn through enough of their deck to have drawn an answer or two that they conceivably could have saved. Even a card like Bloodlust comes down late enough that the odds are an opponent with enough AOE in their deck would have a very good chance of drawing at least one copy to preemptively counter it.
But on the crucial turns 1-3, you will on average have seen only a tiny sliver of your deck. Even if you run numerous copies of early answers and hard-mulligan for them, there is a decent chance you don’t even have the ability to draw them. That’s normally fine, and midrange or control decks normally run a number of comeback mechanisms to make up for slow starts or answers too deep in your deck. However, the sheer power of these Snowball minions makes these factors simply too little too late in most cases.
This leads to games being vastly decided primarily on the draw/mulligan phase, with little to no interaction on behalf of players. Luck is a huge and important part of Hearthstone, but the level to which early draw RNG decides games due to Snowball minions is patently undesirable.
Early Snowball minions demand one of two things; consistent early-game answers combined with backup comeback mechanisms, or a similarly potent pro-active gameplan of one’s own. When classes cannot do either of those two things, no manner of mid-game beef will help them. One of the primary reasons behind Paladin and Hunters’s recent Mean Streets period of unpopularity was its inability to deal with Tunnel Trogg outside of Doomsayer. They were only saved from the current onslaught of Fledglings, Pirates and Mana Wyrms through their own pro-active gameplans. Now Warlock is facing many of the same problems as these classes had in the past, due in part to their inability to tempo out an early board advantage, answer early minions or heal.
As long as Snowball minions exist, they will place considerable extra pressure on those classes without Evergreen tools for dealing with or contesting them. This weakens class diversity and can force otherwise promising decks into obscurity.
Arena was, for a long time, relatively free of early-game Snowball dominance. While pre-Standard arena had its fair share of cards that accrued value (especially via Inspire), these generally came later in the game. Meanwhile, other Snowball minions could not reliably draw on their synergies due to the nature of Arena. However, Vicious Fledgling is proving exceptionally destructive to this balance. Due to the paucity of early removal in the format, it frequently decides games all by itself.
While not overly impressive cards performance-wise, the way it runs away with games if left unanswered even for a single turn is intensely frustrating for a 3-drop. Add to that the inherent RNG of Adapt and the problems of an immediate Windfury grab and you’re left with a card that rewards circumstance far more than interactions.
The Snowball Solution
The solution to Snowball minions is simple; lower their survivability or move them to Wild. Potent early minions are necessary for the survival of certain classes, but there is no need to over-centralize them into one or two cards per class that outperform all others. Aggressive classes should have a number of potent options rather than a single overpowered steamroller. Like with Deathrattles, Blizzard should learn the lesson that permanent, easy-to-activate attack buffs on a survivable early body is simply too strong.
We need more early minions that express versatility, power and flair in the manner of Radiant Elemental, Razorpetal Lasher, Malcheezar’s Imp and Hydrologist. Team 5 are good enough at designing cards that we no longer need endless variations of Tunnel Trogg.
Title art by Arthur Bozonnet. Courtesy of Blizzard Entertainment via Hearthstone.gamepedia.com