So there has been a lot of frustration recently about rush decks. In particular Yrush decks. I’m not here to give options as to how to beat them (there are many guides and good videos out there that can explain it far better than I) but I’d like to look at the types of cards Yellow has. Yellow has a lot of cards that allow them to move around the board really quickly with things like Haste, Jump, Flying, Charge. It can also summon creatures close to the enemy with cards like Khalim’s Skyguard, Windgate, Flash Wind etc. They also have a lot of cards that gain buffs from hitting gods, Khalim’s Prayer, Khalim’s Follower, Oradrim Templar, Zealous Crusader, etc. So the cards are specifically tuned for getting to the enemies side of the board as quickly as possible while also rewarding players for doing damage to the enemy god. They even have a couple cards that can’t collect Faeria at all. This creates the perfect recipe for decks centered around quickly rushing the opponent and ending the game quickly.
You may disagree with me but I believe the biggest problem with Yellow is that it is overtuned for rushing. The cards only really work when you are hitting the enemy god and don’t really have any other interesting mechanics aside from that. This coupled with the fact that a lot of their cards only have 2 health means that even if you don’t want to make a rush deck, you are almost always making an awful trade with your opponent. A Camp Fire and Farm Boy, any 1/1 and a falcon dive, Steamforge + low cost creature, Tiki Caretaker, Flamespitters, Seifer’s Wrath, Flameburst, all these cards can be used to easily take out yellow minions. So why would any Yellow player bother hitting anything other than a god?
This leads to most people who play against Yellow players experiencing some sort of rush deck due to Yellow’s lack of diversity. I don’t believe people would be so frustrated with Yrush if they didn’t get the “feeling” that they were playing against a rush deck every time they played against a mono Yellow. I want to stress that point. Because of the type of cards Yellow has it always feels like you are playing some sort of rush deck. If that deck happens to be particularly powerful when used correctly, it can feel overpowered. If someone puts a desert down and your immediate feeling is “Oh another Yrusher” then the dimensionality of the color has gotten too narrow. By increasing the diversity of the deck types that Yellow can play, it will reduce the overall occurrence of Yrush, making it a little less oppressive for players. I still think Yrush will recieve a nerf due to the amount of outcry it has been getting. The only thing that I’m worried about is that once it happens, an entire color of Faeria will be essentially be removed from the game.
I’m not a particular fan of the Yellow playstyle but I don’t want to see the color go away. One of the things I think would be cool to add to the Yellow repertoire is debuffs. Having productions cards that reduce the attack or health of creatures on the board by 1, sapping your opponents stats and giving it to your minions, reducing movement of enemy flying creatures or jump creatures are avenues I would explore with new Yellow cards (I know that Yellow in its current form would be way to Op if it could restrict enemy movement while retaining it’s current set of mobility cards). I think that the debuffs idea would be cool because it doesn’t just remove your opponents cards from the board (like Doomsday, Choking Stand, Last Nightmare, etc) and still allows your opponent to potentially destroy the debuffer and regain control.
Anyway I’m curious to see what everyone has to say about this. Thanks for reading my post.