I think because of Magnetize, any card that would eat a Mech needs to be a little over-costed. Dropping a card like E.M.P. Operative that cost, say 2-mana, would feel pretty bad if it were killing 2-3 Mechs stuck together.
2 mana 2/3-> set a target enemy mech attack and health to 2.
Mechs are not really a problem, only mech deck that is broken is Control/Bomb Warrior and that's because of Dr. Boom and Omega Devastator, nerf both of them and buff other tribes (except Murlocs).
Mechs are not really a problem, only mech deck that is broken is Control/Bomb Warrior and that's because of Dr. Boom and Omega Devastator, nerf both of them and buff other tribes (except Murlocs).
Mechs are not really a problem, only mech deck that is broken is Control/Bomb Warrior and that's because of Dr. Boom and Omega Devastator, nerf both of them and buff other tribes (except Murlocs).
Silence and Sap are very strong vs mechs because the magnetic upgrades are immediately wiped. This is what makes mechs very weak if they come up against a matchup which is designed to beat them.
Four “Silence” minions at one’s disposal should be more than enough to handle an out of hand giant Mech? Seven if you decide to cover the Taunt aspects of some mechs. How much more tech does one need?
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Grammar is the difference between knowing your crap, and knowing you’re crap.
I use the EMP Operative and i am quite satisfied with its results.
Its better than silence because spellbreaker for example has a 3 mana body and you pay 1 for the silence but still need to deal with the original body which migh kill the spellbreaker. EMP Operative has a 3 mana body and you pay 2.5 mana to remove the entire threat while the 3/3 can remove other minions and for as long as the removed minion cost more than 1.5 mana (actual 2.5 - 1.0 from the difference of the spellbreaker) you are on profit.
2 mana 2/3-> set a target enemy mech attack and health to 2.
Mechs are not really a problem, only mech deck that is broken is Control/Bomb Warrior and that's because of Dr. Boom and Omega Devastator, nerf both of them and buff other tribes (except Murlocs).
April was 2 months ago
So what ?
Silence and Sap are very strong vs mechs because the magnetic upgrades are immediately wiped. This is what makes mechs very weak if they come up against a matchup which is designed to beat them.
Rusty Recycler
Ironic. It could recycle others, but not itself.
Four “Silence” minions at one’s disposal should be more than enough to handle an out of hand giant Mech? Seven if you decide to cover the Taunt aspects of some mechs. How much more tech does one need?
Grammar is the difference between knowing your crap, and knowing you’re crap.
A .gif is worth a thousand words.
10 mana 1/1 - Magnetize all mechs on the board into itself.
I use the EMP Operative and i am quite satisfied with its results.
Its better than silence because spellbreaker for example has a 3 mana body and you pay 1 for the silence but still need to deal with the original body which migh kill the spellbreaker. EMP Operative has a 3 mana body and you pay 2.5 mana to remove the entire threat while the 3/3 can remove other minions and for as long as the removed minion cost more than 1.5 mana (actual 2.5 - 1.0 from the difference of the spellbreaker) you are on profit.