I’m not really saying that everyone deserves to feel that way, more than I am that this is part of the game.
When I play my Rogue, I have zero board removal. It sucks. Aggro druid dumps a wide board there’s literally nothing I can do. I’m doomed, there’s no counter.
With warlock, I’ve been able to combat the problem with Trogg by just dropping artificer and hitting it with a spell. I’ve killed the Trogg also with Scorpid, something everyone has access to.
I’ve also been playing Trogg with my Handbuff Paladin and people seem to be able to remove it no problem, even when it’s a 9/10 on turn 5.
I have not yet once ran into a game where Trogg was this massive problem. Just don’t cast spells until you’re ready to remove it.
When that Trogg’s also given divine shield, what’s your usual tactic? Asking genuinely. I haven’t been playing too much since AV, but, today the two instances are in the Trogg receiving divine shield and +8/+8. I have no clue what to do when I don’t draw my Librarian. I suppose maybe there’s nothing I can do. 
In order for a Trogg to get DS on turn 2, the Paladin has to have Trogg AND Noble mount in hand at the start or get lucky and draw it. Those are rare games. What I do is drop a low cost minion, hit it next turn then cast.
That Trogg + divine shield + authority combo is so rare. Honestly, I just drop a taunt with my Priest.
The problem with Fatigue Lock and OwlTK Lock is they suffer from early big minions. You’re supposed to lose those matches. It sucks, but if they get that combo off there’s not much you can do then. Those decks are not able to deal with big minions early by their design.
I’ll try and do that next time. Do you think it’d be beneficial, not only for Trogg but in general, to add Siphon Souls?
In doing that my deck looks like this:
Summary
OwlTK Warlock
Class: Warlock
Format: Standard
Year of the Gryphon
2x (1) Armor Vendor
2x (1) Grimoire of Sacrifice
2x (1) Mortal Coil
2x (1) Shadowblade Slinger
2x (1) Touch of the Nathrezim
2x (1) Tour Guide
2x (1) Wicked Shipment
2x (2) Drain Soul
2x (2) Mo’arg Artificer
2x (3) Backfire
1x (3) Full-Blown Evil
2x (3) School Spirits
1x (3) Tamsin Roame
1x (4) Royal Librarian
1x (4) Runed Mithril Rod
1x (4) Tamsin’s Phylactery
1x (5) Siphon Soul
1x (6) Dreadlich Tamsin
1x (7) Humongous Owl
AAECAf0GCPLtA73xA8r5A7CRBPGRBNeSBIKgBNujBAvpvgOsywObzQOS5AOT5APX7QOD+wPEgATFgASxnwTnoAQA
To use this deck, copy it to your clipboard and create a new deck in Hearthstone
And I’ll admit when I initially started this back and forth my salt was flowing. 
if you play warlock or priest coin hysteria works absolutely perfect on trogg.
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Alrighty, I’ll try that instead of Siphon Soul. This way I will have one Librarian and one Hysteria.
You got a couple cards in there I would drop. Honestly, Hysteria is a wonder. If you’re having problems with Trogg, a Hysteria kills it, along with others and does not let it spawn another Trogg because Hysteria kills the minion.
The OwlTK deck is meant to deal with aggro, draw crazy, and smash its combo down. It’s not a deck designed to deal with big minions. I’d add another full blown evil. Mo’arg + Full-blown evil is 10 damage for 4 mana. You could drop the Librarian and Siphon Soul and just run 2 Hysterias.
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Well, thank you kindly, guys, for having the patience to provide rationale for this card’s existence and advice for how to deal with it.

Not defending warlock here, as I feel their win cons are absolutely toxic to the game.
But take it from the perspective of a druid. Many of their early game cards are spells with no kill potential, even one of their best one drop minions is a choose one spell.
The buff cards they would use to combat a buffed trogg? Also a biff spell.
Their good board swarm? Spells
Ramp? More spells.
Almost everything the class does is incredibly vulnerable to spell disruption.
And God forbid you end up going second, and trogg locks you out of the tempo recovery of the coin, your spell based minions, your ramp, card draw, etc…
I fully understand the sentiment that stuff needs to keep warlock, and other spell spammy decks in check, but Trogg is a terribly designed way to do so, as it is effectively a tech card that demands other tech cards or specific lines of play to handle.
Trogg costs nothing of the paladin to run, and it has none of the weakness of your typical tech card due to how interacts with buffs.
Can it be dealt with? Sure.
Should a 1 drop ever demand this kind of attention? No.
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I believe the argument is that hey, this card is your counter. Other classes have 'em. Tech for it. And no, teching for it is no guarantee of drawing said tech.
I’m still on the fence. As a warlock player I’m able to run zoo if really necessary, or add more hard removal to my deck. And druids can run aggro. Mages, however, are kind of screwed. Screwed to begin with in that their best deck is a bad deck. And in that their best deck by necessity runs almost all spells. They can only pray to draw their Devolving Missiles or discover one.
I’m all for being convinced this is a problem card, aside from its popularity. I’m just having genuine difficulty recognizing that it isn’t fair to have a counter. I am mostly of the belief the card should cost at least two mana, however.
This would be fine if it didn’t counter all kinds of other things.
Trogg on one, opponent can’t coin or play quest, plays one cost minion, paladin buffs trogg (several options), opponent still can’t play quest or use coin and now with two mana remove bigger trogg, maybe you kill part of trogg and play another minion, but now you are a minimum three turns behind where you should be and all you have done is try to kill a one drop minion.
The other side of this is a hard mulligan for the trogg, the paladin doesn’t play it, and you still have the wrong cards in your deck. It’s such a threat that you have to play as though they have it every time.
And people keep acting like that trogg can be killed with minions don’t remember that paladin can also drop a 1/1 divine shield with taunt for one mana, too. Even if they went second, that trogg is still deadly without a targeted removal from hand.
Edit: Happened again. I literally have to pass my first turn against trogg.Top deck removal, but no worries, they just dropped the 3/1 and buffed with free spell followed by birds that get same spell for free. Awesome.
Paladin is getting nerfed.
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I mean I get your argument in the rest of the post but two 1/2 isn’t going to just end the game. At most the next turn one is being buffed. Just play the quest so you can progress and deal with trogg as you go, don’t punish yourself out of fear of an extra 1/2. You’ll only hurt your own odds in that situation. Yeah sometimes they’ll still snowball out of control and the rest of your post comes into play but not playing the quest isn’t really the right choice unless you have removal in hand.
I think maybe people don’t know when they have already lost well enough to know when to just concede and requeue.
If you play a reactive deck you don’t understand what I am talking about. If you play a deck that is on a timer to win or die, this card is game breaking.
Edit: Which is fine. I switched to paladin now anyway. Can’t beat them, join them and all. It’s just shocking how strong that one drop is and how fast it takes over in paladin.
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I play Libram Paladin and Quest Warrior mostly because those are what I have cards for. Trust me I am just as afraid of my opponent playing Trogg when I am going second. But sometimes flooding their board with 1/2s is the right play and hoping you can stabilize after. I’m not arguing with your overall point, just that not playing the quest on 1 out of fear of an extra 1/2 when they’re either going to high roll or they aren’t anyway isn’t the right play unless you have a way to deal with the trogg in hand already.
So take pirate warrior… it’s dead in the water against paladin if the don’t play the trogg on one usually anyway.
The trogg makes it 100% loss unless the paladin is just a moron.
If you have a deck with multiple control tools, you can maybe recover if the paladin doesn’t tutor the divine shield buffs.
But more even if you get rid of the trogg, there’s that usually that 1/1 divine shield left from the DR and you’re back to fighting off authority or some other BS paladin tools.
I mean, I just killed a warlock on turn six and idk what they could have done differently.
And the problem is the trogg in the overall kit not specifically the trogg, but it keys everything.
https://hsreplay.net/replay/9vj6TgEePH4utYbdKamd2G
That’s getting nerfed no doubt.
Even if they dealt with that board, the buffed minions and discounted minions in my hand would have wrecked it. The snowball in this deck is crazy. The mirrors are a blast, though, lol.
Not coining to draw two cards would have been a good start. He looks like he was probably playing OWL? That deck doesn’t run any hard removal so he would have lost to your opening hand pretty much regardless unless he god drew into his combo. Coining to try and find an answer to the trogg was 100% a misplay because his deck doesn’t have one unless he is running hysteria.
If he was just playing Handlock without the quest he still had no answers in his deck unless he was running hysteria or silence, so still the wrong play. Warlock and priest are especially well equipped to deal with Trogg, people jsut refuse to run those cards because they’re not hyper efficient and don’t progress their gameplan which is on them. Trogg has its issues sure but people also refuse to change their decks because, admittedly, it is difficult to know what to change out sometimes and a lot of people just copy deck lists and go climb not caring.
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I agree that the locks still had no answers. And even hysteria takes so long to play that you’re likely dead anyway before you can stabilize or heal enough.
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There is Hysteria, the 4 mana 3/3 that destroys a minion if your health changed that turn, the neutral silence, they could equally high roll and kill trogg if you play it turn 1, baby silence owl, shadowblade, etc.
You’re not always going to draw into your answers, that is just part of playing a tcg/ccg and it can feel bad but that warlock was equally dead to you without trogg very likely if he felt desperate enough to coin, hero power, panther. Your opening draws were kind of insane even without Trogg and your opponent clearly kept no interaction in his hand.
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The ability only trigger after the spell resolve, in other words a single removal can deal with that.
Your precious combo don’t allow you to run a cheap removal? It is your problem not this card, a minion can’t be ignored for combo and solitaire players? We need more of that and not less.
PS: I never used this card, not biased at all.
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