Have you ever seen this situation where the 2 players bring an Oty out early in the game and then nothing for 2/3 turns?
Both Otys, gazing into each other's eyes, just like in those old Italian westerns
LOL. Indeed.
Of course you can tell me that there are 10 million ways to counter a simple 1/6 oty and you would be right but those mechanics can be used against your opponent as well so they're not really meaningful "counters".
Well, dozens of ways to kill/remove an Otyugh, but the exaggeration is fine.
I really don't feel an early Otyugh is doing anyone any real good in PvP or other end-game matches against most of the AI controlled decks.
When I play a game, I really don't care what is happening early. Well, there are exceptions: poison, which I make sure I can overcome in the speed of my deck. But otherwise, it's the lock at end game that I'm more concerned with. All of the good you do early in a game might not make any difference at the end of a match when one side gets in a lock condition.
Sure, Otyughs out early help quite a bit. But they're nothing compared to a lock. If I had 2 Otyughs and 2 Fallend Druids out near the end of a match, I can always turn improved mutation (and any mutation ability from my mutated creatures) to change a huge, powerful creature into something an Otyugh can eat. With bone walls, sun dials, and phase shields, I can easily protect myself while I strip down an opponent after my lock. It's easy to lock against the AI, but takes a little more in PvP since a human player isn't going to waste permanent destruction on the highest value permanent you have (ie: a bone wall).
The game only needs one thing for the second option to be possible: more content.
Agreed.