I am leaning towards ogre in all matchups except for control warrior and maybe priest. I feel like the ogre is just much better minion and is much more sticky against other matchups. It's actually pretty hard to kill an ogre. Sky golem is inconsistent and a lot of the 4 drops are bad. LOE introduced more bad 4 drops to come out of golem. Also, 4 damage is so easy to deal. You only get mech synergy from golem but it comes pretty late.
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My legendary count excluding adventure legendaries, dupes and old murk eye: 40
The thing is warriors are so rare these days and you are already favoured to begin with. To get the mech synergy with skygolem is hard because it's a 6 drop. The 4 drop that comes out of sky golem is generally shitty so ogre provides more pressure. Once sky golem dies, it's pretty useless and it's so easy to kill golem. That's why I think ogre is better.
I am asking about this for a budget deck on a new account.
4 drops are usually quite sturdy so sky golem is stickier than boulderfist ogre. Overall I think sky golem is better than boulderfist ogre even without mech synergy.
I am asking about this for a budget deck on a new account.
First of all, say that in your first post, not after the discussion is goin into the wrong direction cause of not enough information provided at start ;-)
Second, ofc for a budget deck is better to just use Ogres and not waste dust to craft Sky golems. But if u already opened sky golem(s) there, u should play them for one simple reason, they need in best case scenario two cards/attacks/actions to remove, even if u silence+deathsbite it, its still two things u had to do, but thats best case scenario, most of the time opponent will have to use two cards to remove sky golem + 4drop. Ogre is big body, but can go very easily 1for1 with most hard removals and since u have budget deck, what else r gonna be those removals used for then those ogres? even in complete mech mage, like biggest minions r blastmages and antonidas or sky golems if they r there at all, so any control deck should have plenty of removals to deal with all those big threats, so making them to use two cards to remove one is a pretty good deal ;-)
Don't run either, go for the 5/5 +1/1 ...i forget it's name. It's 5 mana rather than 6 but mech mages don't need to get any bigger than that, they tend to be fast, plus you've always got antonidas.
Doesn't matter how shitty the drop is. It could be a 0/3 and it would make Golem come out equal to Ogre.
Ogre can be killed by:
Fireball + hpower
Eviscerate + Deadly Poison
Flame Imp + Arcane Golem
Truesilver + Hammer of Wrath
Kill Command + Weapon or any 2-Atk
Lucky Crackle with spellpower or Crackle plus a weak minion
Shadow Word Death
Anything + Execute
Etc etc. Now, for all these any one card could kill a Golem, but then they need the second to kill whatever comes out of it. Worst case scenario, they spend the same amount of resources on a sky golem that they did on an ogre. Best case, you get a 3/5 or Nullifier or Shieldmasta or a free Ancient Shade. Or Violet Teacher, or Hungry Dragon, or Trogg, or hell even Tournament Medic.
The only terrible cards that you can get are Defender/Jeeves/Drake/Mechano and even Defender and Mechano end up making the total stats 8/7 and 9/6 respectively,still a higher total than Ogre
Piloted Sky Golem for three reasons. 1. Mech Synergy, 2. Overall Stats and 3. Two for One Card Advantage.
Boulderfist Ogre is a nice big body and his stats represent (0.5) mana value over it's cost. It's vanilla, so it's only weaknesses are hard removal or stat nerfing such as Paladin uses; Aldor Peacekeeper, Equality, etc.
Piloted Sky Golem's initial stats represent (-2) mana value UNDER it's cost. It has Deathrattle, so is susceptible to Silence and soft removal such as Polymorph and Hex.
Where Piloted Sky Golem shines is in it's resilience to hard removal and stat nerfing. Even if your Piloted Sky Golem gets Humility-ated, there's a pilot hiding in there with a very possible 4/4 or better stats. It's tough to gauge Piloted Sky Golem's overall stats because it's Deathrattle can drop any minion that costs 4 mana, Dreadsteed being the smallest statwise at 1/1. It could also drop a Piloted Shredder or a Summoning Portal or a Twilight Drake without it's battlecry.
Risk/Reward evaluation here is important. A 6/7 vanilla minion is a "safer" play than a 6/4 that may or may not spawn a free Hungry Dragon, BUT the chance that your 6/4 might do just that or somehow better can be worth the risk of it dropping a 4/1 Twilight Drake. Even Dreadsteed represents immediate equal stat value for the cost, with the added value of an immortal 1/1.
I go back and forth about Sky Golem. Much of the value comes from whatever drops from the deathrattle, so it's an RNG card.
It has synergy with Mechwarper and Tinkertown Technician though, whereas Ogre's only real advantages are it's hard to kill with burn damage and can't be silenced. Golem is the only 6-drop Mech available to Mage.
It's probably worth it to run Golem though if you don't have cards like Toshley or Sylvanis. It's possible you can get it out on turn 4 with double Mechwarper, or use it to trigger Tinkertown (where an Ogre wouldn't) if it's all you have on the board. Solid as it is, Ogre is just Ogre.
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I am leaning towards ogre in all matchups except for control warrior and maybe priest. I feel like the ogre is just much better minion and is much more sticky against other matchups. It's actually pretty hard to kill an ogre. Sky golem is inconsistent and a lot of the 4 drops are bad. LOE introduced more bad 4 drops to come out of golem. Also, 4 damage is so easy to deal. You only get mech synergy from golem but it comes pretty late.
My legendary count excluding adventure legendaries, dupes and old murk eye: 40
$$$ spent on this game: 0
Check out my card collection: http://www.hearthpwn.com/members/MCFUser175154/collection
Ogre is more consistent, but if you are truly making a mech mage the golem will works around the deck you are creating.
Sky Golem is better same reason why piloted shredder is better than chillwind yeti
The thing is warriors are so rare these days and you are already favoured to begin with. To get the mech synergy with skygolem is hard because it's a 6 drop. The 4 drop that comes out of sky golem is generally shitty so ogre provides more pressure. Once sky golem dies, it's pretty useless and it's so easy to kill golem. That's why I think ogre is better.
I am asking about this for a budget deck on a new account.
My legendary count excluding adventure legendaries, dupes and old murk eye: 40
$$$ spent on this game: 0
Check out my card collection: http://www.hearthpwn.com/members/MCFUser175154/collection
4 drops are usually quite sturdy so sky golem is stickier than boulderfist ogre. Overall I think sky golem is better than boulderfist ogre even without mech synergy.
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Don't run either, go for the 5/5 +1/1 ...i forget it's name. It's 5 mana rather than 6 but mech mages don't need to get any bigger than that, they tend to be fast, plus you've always got antonidas.
Doesn't matter how shitty the drop is. It could be a 0/3 and it would make Golem come out equal to Ogre.
Ogre can be killed by:
Fireball + hpower
Eviscerate + Deadly Poison
Flame Imp + Arcane Golem
Truesilver + Hammer of Wrath
Kill Command + Weapon or any 2-Atk
Lucky Crackle with spellpower or Crackle plus a weak minion
Shadow Word Death
Anything + Execute
Etc etc. Now, for all these any one card could kill a Golem, but then they need the second to kill whatever comes out of it. Worst case scenario, they spend the same amount of resources on a sky golem that they did on an ogre. Best case, you get a 3/5 or Nullifier or Shieldmasta or a free Ancient Shade. Or Violet Teacher, or Hungry Dragon, or Trogg, or hell even Tournament Medic.
The only terrible cards that you can get are Defender/Jeeves/Drake/Mechano and even Defender and Mechano end up making the total stats 8/7 and 9/6 respectively,still a higher total than Ogre
Piloted Sky Golem for three reasons. 1. Mech Synergy, 2. Overall Stats and 3. Two for One Card Advantage.
Boulderfist Ogre is a nice big body and his stats represent (0.5) mana value over it's cost. It's vanilla, so it's only weaknesses are hard removal or stat nerfing such as Paladin uses; Aldor Peacekeeper, Equality, etc.
Piloted Sky Golem's initial stats represent (-2) mana value UNDER it's cost. It has Deathrattle, so is susceptible to Silence and soft removal such as Polymorph and Hex.
Where Piloted Sky Golem shines is in it's resilience to hard removal and stat nerfing. Even if your Piloted Sky Golem gets Humility-ated, there's a pilot hiding in there with a very possible 4/4 or better stats. It's tough to gauge Piloted Sky Golem's overall stats because it's Deathrattle can drop any minion that costs 4 mana, Dreadsteed being the smallest statwise at 1/1. It could also drop a Piloted Shredder or a Summoning Portal or a Twilight Drake without it's battlecry.
Risk/Reward evaluation here is important. A 6/7 vanilla minion is a "safer" play than a 6/4 that may or may not spawn a free Hungry Dragon, BUT the chance that your 6/4 might do just that or somehow better can be worth the risk of it dropping a 4/1 Twilight Drake. Even Dreadsteed represents immediate equal stat value for the cost, with the added value of an immortal 1/1.
Puck yo Firates
I go back and forth about Sky Golem. Much of the value comes from whatever drops from the deathrattle, so it's an RNG card.
It has synergy with Mechwarper and Tinkertown Technician though, whereas Ogre's only real advantages are it's hard to kill with burn damage and can't be silenced. Golem is the only 6-drop Mech available to Mage.
It's probably worth it to run Golem though if you don't have cards like Toshley or Sylvanis. It's possible you can get it out on turn 4 with double Mechwarper, or use it to trigger Tinkertown (where an Ogre wouldn't) if it's all you have on the board. Solid as it is, Ogre is just Ogre.