Better than Bolvar...by a lot. Think about it - you hold this guy like you would Bolly, but then once you've got a board with a few mechs you need to trash, you drop this first and easily have a 5/9.
You can't mech zoo with 5 drops like that. THe ONLY reason why doomguard fits is because he's their charging finisher. A card like this won't work in an aggro deck.
THIS is a midrange card, and a NASTY one. What you WANT is to be in a board fight going back and forth with sticky mechs. Basically think like how Cult Master is used. You have minions, they drop theirs that force you to trade. You turn an even trade (or a weak trade) into OMG PWN! Also there's a penalty for such a card: you have to kill minions as you drop it, meaning you have a smaller board, meaning you have no board if a silence or removal hits this thing. Which is fine for midrange. For a zoo, ANY time you lose the board, you lose the game as you have no recovery options.
It's not a win more card, or a rush card. This is an Advantage card: the card that turns an even fight into a near win. It forces the opponent to use hard removal on it which, as a midrange, you have a good few other cards to use with it.
So yeah, good card, but NOT for a zoo deck. Zoo will try it, like how they tried to use Baron Rivendale and the Thad Bros, and will realize you can't be aggro and have a strong midrange at the same time.
You can't mech zoo with 5 drops like that. THe ONLY reason why doomguard fits is because he's their charging finisher. A card like this won't work in an aggro deck.
THIS is a midrange card, and a NASTY one.
:D Finally, someone else who understands the concept of a deck that is between aggro and control!
Everyone saying this is a bad card... to be perfectly honest i have only tested it in 3 games so far because it's late and im heading to bed... but in those three games, it was a god. pulled it out when i already had a harvester golem on board, sucided harvester against a 3/2 and it grew to a 3/7. next turn. DOUBLE ANNOYATRON + the mech golem. forces a silence or hard spell clear on a 3/7, or you can deny all other minions they play by hard trading all ur mech, deny spell aoe if they dont play minions (7 hp survives against a flamestrike, sorry mage). as it happened for me, he didnt have a silence or instakill in hand, so it was an easy win for me.
I was playing it as a mech warlock, so i could keep pulling out mech asap always adding more. also had an argent defender in the deck, and am considering putting in some sunfury defenders, just to make spider tanks or the 2/1 mechs taunts, to force junkbot to be buffed further. not to mention, when you are running a deck with shredders, fel cannons, micromachines, and (for fun) mimirons head, making the enemy burn a silence on a 3/7 isnt to bad, and if they DONT silence it, it rapidly becomes a 7/11 etc. seems amazing to me.
it does depend on you having some sense of board control by turn 5, so you have mech already on the board when you play it, but given how many mech cards there are below 4 mana, thats easily achievable.
also stacks well with overwhelming power- or even hellfiring your own board (after hitting face with all the mini ones first of course). you can pull out some serious burst with this guy once you make it to midgame, and with the massive hp stacks, he becomes impossible to take out if they dont have a silence or assassinate in hand.
Nooooot to mention, assassinates on a 5 mana card isn't all that bad for you ether. means forcetanks have a better chance once you hit turn 7, or dr boom.
oops sorry. as i mentioned was tired when i made this.. posted it wrong place. meant to post on it's card page, not this ancient forum post sorry!
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All hail Arcbound Ravager!!
Better than Bolvar...by a lot. Think about it - you hold this guy like you would Bolly, but then once you've got a board with a few mechs you need to trash, you drop this first and easily have a 5/9.
You can't mech zoo with 5 drops like that. THe ONLY reason why doomguard fits is because he's their charging finisher. A card like this won't work in an aggro deck.
THIS is a midrange card, and a NASTY one. What you WANT is to be in a board fight going back and forth with sticky mechs. Basically think like how Cult Master is used. You have minions, they drop theirs that force you to trade. You turn an even trade (or a weak trade) into OMG PWN! Also there's a penalty for such a card: you have to kill minions as you drop it, meaning you have a smaller board, meaning you have no board if a silence or removal hits this thing. Which is fine for midrange. For a zoo, ANY time you lose the board, you lose the game as you have no recovery options.
It's not a win more card, or a rush card. This is an Advantage card: the card that turns an even fight into a near win. It forces the opponent to use hard removal on it which, as a midrange, you have a good few other cards to use with it.
So yeah, good card, but NOT for a zoo deck. Zoo will try it, like how they tried to use Baron Rivendale and the Thad Bros, and will realize you can't be aggro and have a strong midrange at the same time.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Expensive Scavenging Hyenabot.
Hmm...Warsong Commander comes to mind as something potentially nasty for a mech warrior deck.
:D Finally, someone else who understands the concept of a deck that is between aggro and control!
Everyone saying this is a bad card... to be perfectly honest i have only tested it in 3 games so far because it's late and im heading to bed... but in those three games, it was a god. pulled it out when i already had a harvester golem on board, sucided harvester against a 3/2 and it grew to a 3/7. next turn. DOUBLE ANNOYATRON + the mech golem. forces a silence or hard spell clear on a 3/7, or you can deny all other minions they play by hard trading all ur mech, deny spell aoe if they dont play minions (7 hp survives against a flamestrike, sorry mage). as it happened for me, he didnt have a silence or instakill in hand, so it was an easy win for me.
I was playing it as a mech warlock, so i could keep pulling out mech asap always adding more. also had an argent defender in the deck, and am considering putting in some sunfury defenders, just to make spider tanks or the 2/1 mechs taunts, to force junkbot to be buffed further. not to mention, when you are running a deck with shredders, fel cannons, micromachines, and (for fun) mimirons head, making the enemy burn a silence on a 3/7 isnt to bad, and if they DONT silence it, it rapidly becomes a 7/11 etc. seems amazing to me.
it does depend on you having some sense of board control by turn 5, so you have mech already on the board when you play it, but given how many mech cards there are below 4 mana, thats easily achievable.
also stacks well with overwhelming power- or even hellfiring your own board (after hitting face with all the mini ones first of course). you can pull out some serious burst with this guy once you make it to midgame, and with the massive hp stacks, he becomes impossible to take out if they dont have a silence or assassinate in hand.
Nooooot to mention, assassinates on a 5 mana card isn't all that bad for you ether. means forcetanks have a better chance once you hit turn 7, or dr boom.
oops sorry. as i mentioned was tired when i made this.. posted it wrong place. meant to post on it's card page, not this ancient forum post sorry!