I am scared too. Too many new mechanics are either win-more or too dependant on drawing the right cards in the right order. Mechs are scary if you let them do their thing, but playing a mech deck from behind against other midrange/tempo decks based on murlocs, genn, baku, beasts or elementals could be a very painful experience!
In standard no, even the best mechs are pretty meh
in wild however, absolutely.
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*this signature and the above post is in Nerglish, because this site believes in equality between Murlocs and human players we have placed an automatic translator on this post*
I thought that they would be crap, but seeing some gameplay from the fireside gathering pre release I have to say that the magnetic effect may be really good to snowball on slower decks if combo decks become the thing, the ability to target specific removal by spreading on board or buffing a single minion is really strong imo
I agree with op the do seem weak on paper.. that won't stop me from tinkering with different mech decks.. hoping to open dr.boom or glank or kangor's army.
Yes, they are weak. They are not good in control decks because they don't provide survivability nor heals (except Zillax and Missiles Launcher, the only good mechs, though they are not playable alone). If you are trying to build a midrange deck instead, mechs are good but you have to focus only on them, otherwise Magnetic minions will be too inconsistents. In order to this, you have to play also vanilla mechs like Upgradable Framebot and/or Nightmare Amalgam, but then, how good will be those in the new meta? Finally, if you want to play aggro, mechs aren't that good because they all have defensive stats (2 mana 1/5, 3 mana 1/5 taunt, 1 mana 1/3 etc), except for Steel Rager LUL. I'm a bit sceptical on this tribe...
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
I don't they will cut it. Compare them to dragon tribe decks for example. If you hold a dragon, deal 3 damage to all minions, gain 1 health/attack for each card etc. Power level of mech cards are nowhere near.
This proves that most hearthpwn members lack creativity or aren’t just good in the game. Like someone said earlier the mech’s performed very well in the brawl.
Mechs have alot of value, they can magnetize and instant charge. Alot of mechs have divine shield, combo that with high hp and lifesteal... you get the point.
The real beauty about mech’s (and magnetize)in this expac is that they can be very aggresive and also very defensive.
Yeah , they are so versitile. I mean what do people expect?
All Mechs having great stats? I belive they all forget those Mechs all have (potentialy) charge/rush, and are not that bad if you are behind on board. If Mechs had Chillwind Yeti stats all the way(from 2Mana2/3 until 6 Mana 6/7) with Magnetise they would be broken as hell.
I'm very optimistic actually, because some mechs bear a lot of potential (see the list below). It's not going to be with the dinosaurs from Un'Goro. Imho the magnetic part is really strong, because you can inflict extra burst onto your opponent or you can clear a threat. People are constantly mentioning the silence part - but did this hinder even paladin from playing Blessing of Kings back in the days? Didn't we saw Bloodfury Potion popping up in some zoo decks? The magnetic part is more flexible just like Kwakdizzle and Sebzero (and others) said.
Quick thoughts:
Mecharoo, Wargear - very attractive. The first one is a sticky 1-drop (and we all know how good they are in aggro, tempo or zoo decks). The second one acts like a burst as long as you have a mech body on the board.
Annoy-o-Module - as a buff card this isn't that bad. Giving a minion divine shield and taunt (as well as some stats) will make your opponent have a harder time clearing your board (Warrior, Warlock). Mage, Priest and Shaman have more options and can use transform or single target removals (shadow word death, pain). The rest of us can only rely on silence.
Replicating Menace - this has some potential. While I was one of those people, who laughed at this card, in some situations (w/ board buffing cards, Dire Wolf Alpha) this can also work, because it leaves bodies on the board.
Coppertail Imposter - the stealth part is really strong. This will make sure the minion will survive the turn it's played. Either it will inflict 4 or 9 damage with the magnetic buff.
Piloted Reaper - this has some potential. For now we see it in some zoo variations.
Missile Launcher is slow, but because it has magnetic and because it acts as a pseudo Despicable Dreadlord, I'm definitely seeing the potential.
Giggling Inventor good as a defensive tool and as a board filling one.
Other mechs:
Faithful Lumi kinda weak imho. It might surprise me though.
Venomizer - the problem is, that hunter doesn't have many sticky early game mechs.
Mecha'thun - this has a lot of potential. Meme card, but if Togwaggle and Azaline made it into a competitive list, so will this. People are theorycrafting this in warlock and druid.
Mulchmuncher it bears great potential. We just have to see how good treant-token druid is next expansion.
Dead Ringer good in quest priest. In some cases better than Loot Hoarder, because you don't want to overdraw any cards if your hand is full. Buuut there is an argument, that Archbishop Benedictus prevents you from taking fatigue and it's better to cycle through your deck, that's why I will end here.
Weaponized Piñata might see some play in some control decks, but imho it's really weak because the effect is random and thus unreliable. Quest Priest?
So there you have it, OP. Imho most of the mech minions (especially the paladin ones and the cheaper ones) are good and will certainly see some play next expansion.
Anybody remember the feeling when seeing Branching Paths the first time? Was like well seems ok, but meh... Turns out having multiple options is strong and now its a staple in the druid core. Magnetic is the same, looks a bit meh but having multiple choices shouldnt be underrated. I think it will work out, maybe not multiple tier 1 decks but we'll get something with mechs.
lolol 12 armor mad skill brah. I dont think I have EVER seen a druid use any of the other options. It's a faceroll card for a faceroll class.
On topic - mech decks will fizzle out nearly instantaneously and we will be back to the same old Witchwood decks with one or two additions. They are too gimmicky and prone to silence. I doubt even the strongest mech deck will be able to beat a single of the druid decks.
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Yup, they're all too weak and I'd be surprised if they manage to make a deck above tier 3 based on mechs.
I've been saying it for a while, and have even gotten some hate before of it. Now I get to do the "I told you so" dance.
I am scared too. Too many new mechanics are either win-more or too dependant on drawing the right cards in the right order. Mechs are scary if you let them do their thing, but playing a mech deck from behind against other midrange/tempo decks based on murlocs, genn, baku, beasts or elementals could be a very painful experience!
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
In standard no, even the best mechs are pretty meh
in wild however, absolutely.
*this signature and the above post is in Nerglish, because this site believes in equality between Murlocs and human players we have placed an automatic translator on this post*
I thought that they would be crap, but seeing some gameplay from the fireside gathering pre release I have to say that the magnetic effect may be really good to snowball on slower decks if combo decks become the thing, the ability to target specific removal by spreading on board or buffing a single minion is really strong imo
I agree with op the do seem weak on paper.. that won't stop me from tinkering with different mech decks.. hoping to open dr.boom or glank or kangor's army.
Yes, they are weak. They are not good in control decks because they don't provide survivability nor heals (except Zillax and Missiles Launcher, the only good mechs, though they are not playable alone). If you are trying to build a midrange deck instead, mechs are good but you have to focus only on them, otherwise Magnetic minions will be too inconsistents. In order to this, you have to play also vanilla mechs like Upgradable Framebot and/or Nightmare Amalgam, but then, how good will be those in the new meta? Finally, if you want to play aggro, mechs aren't that good because they all have defensive stats (2 mana 1/5, 3 mana 1/5 taunt, 1 mana 1/3 etc), except for Steel Rager LUL. I'm a bit sceptical on this tribe...
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
I don't they will cut it. Compare them to dragon tribe decks for example. If you hold a dragon, deal 3 damage to all minions, gain 1 health/attack for each card etc. Power level of mech cards are nowhere near.
Yeah , they are so versitile. I mean what do people expect?
All Mechs having great stats? I belive they all forget those Mechs all have (potentialy) charge/rush, and are not that bad if you are behind on board. If Mechs had Chillwind Yeti stats all the way(from 2Mana2/3 until 6 Mana 6/7) with Magnetise they would be broken as hell.
I'm very optimistic actually, because some mechs bear a lot of potential (see the list below). It's not going to be with the dinosaurs from Un'Goro. Imho the magnetic part is really strong, because you can inflict extra burst onto your opponent or you can clear a threat. People are constantly mentioning the silence part - but did this hinder even paladin from playing Blessing of Kings back in the days? Didn't we saw Bloodfury Potion popping up in some zoo decks? The magnetic part is more flexible just like Kwakdizzle and Sebzero (and others) said.
Quick thoughts:
Other mechs:
So there you have it, OP. Imho most of the mech minions (especially the paladin ones and the cheaper ones) are good and will certainly see some play next expansion.
lolol 12 armor mad skill brah. I dont think I have EVER seen a druid use any of the other options. It's a faceroll card for a faceroll class.
On topic - mech decks will fizzle out nearly instantaneously and we will be back to the same old Witchwood decks with one or two additions. They are too gimmicky and prone to silence. I doubt even the strongest mech deck will be able to beat a single of the druid decks.