Fixing Yoink/Nab mechanic
The problem with this mechanic is not that the cards that use it are too strong (although they are), it won't be fixed by simply nerfing BMM, P.Goods and the Yordle. The problem with this mechanic li…
The problem with this mechanic is not that the cards that use it are too strong (although they are), it won't be fixed by simply nerfing BMM, P.Goods and the Yordle. The problem with this mechanic lies in the fact that is too chaotic for a game like LoR, it creates scenarios that are unpredictable and uncounterable, and it changes the outcome of games out of pure luck.
For example, If I run a single Ruination in my deck and my enemy is not playing SI, then you can't expect me to play against Ruination (alongside with all the other cards in my deck), and I shouldn't do it. It's a frustrating, unfun and unfair mechanic.
Making it draw from the bottom instead of the top of the deck is just part of the solution, but that was not really the core issue here, that was just a buff to Freijlord, not really a nerf to the mechanic itself.
As I see it there are 2 possible ways of actually making this mechanic fair: You either make the nab'd cards fleeting or you reveal them to the enemy. I personally rather have the later. I think it would still be played since the cards have extreme value right now. BMM is a 1 mana 2/1 that draws a card. PG is a 2 mana draw 2 cards that can be turned into a 0 mana draw 2 cards if you have BMM on the board, which is most of the times. Having those cards being revealed to the enemy is more than fair.






















































































