I'm curious what everyone's opinion is on this subject. So many tech cards that may have been iffy in the past seem to be wonderful at the moment. I've compiled a list of what I view to be "the best" at the moment, though there are other options that may be worth noting. So let me know, what do you guys think are the best? How do you think these will change Post-BRM?
I'm not including Loatheb or Sylvanas Windrunner here, as those have both essentially become Auto-Include cards, and thus not tech cards at all. I also won't include Ironbeak Owl, as it's too versatile to really be called a tech card. I also feel like Antique Healbot is too all-purpose to be called "tech".
Tier 1:
-Big Game Hunter: BGH is unequivocally the most reliable tech card at the moment. It provides a huge tempo swing, and, since the advent of Dr. Boom, is useful in nearly every matchup.
-Mind Control Tech: A card that has always been good in Arena, is now proving to be very good in constructed. Not only does Dr. Boom push very quickly toward MCT's 4-Minion requirement, but it also does very well against Paladin, Mechmage, and even Tempo Mage to a lesser extent. I can only see this getting better after BRM. The Hungry Dragon combos will be too cool.
Tier 2:
-Kezan Mystic: Only two classes are really affected by the Mystic, as Paladin likely isn't running secrets. Hunter and Mage, however, make up a fairly large portion of the ladder. The value of stealing a secret is huge against both of these classes. Stealing an Explosive Trap vs. Face Hunter is a huge deal, and taking anything from Mech/Tempo Mage is often even better.
-Harrison Jones/Acidic Swamp Ooze: While Warrior is less prevalent than in seasons past, Oil Rogue Consistently has a weapon, and often saves it's charges. What's more, Paladin - another insanely popular ladder class atm- uses more weapons than ever before. I personally feel that Harrison is the better choice here, given that you can almost assuredly draw 2 cards with it against the classes it's useful against.
Tier 3:
-The Black Knight: TBK will always be good, but it's probably worse at the moment than it's been in a long time. While nearly every deck runs Sludge Belcher, a legendary that only removes half of a Belcher isn't too reliable. It also has some fringe benefit against a mid-late game Annoy-o-Tron, but I don't feel this use is reliable enough to warrant running a 6 Mana Legendary Yeti.
-Blood Knight: Blood Knight is highly situational, and doesn't offer nearly the tempo swing garnered by some of the others cards mentioned. That being said, I think it's probably better situated now than it has been in a while. Mech Mage runs Annoy-o-Tron, as do gimmicky Hobgoblin decks, but the justification for running this card really stems from the increase in Paladin on the ladder. Paladin runs Shielded Minibot, Tirion Fordring, Argent Protector, and often a Coghammer.
Unusual Choices:
-Mogor the Ogre: Mogor isn't played, at all. I think it's highly underrated. Mogor doubles as a Loatheb on Druid or Rogue's combo turn, which is huge right now. He also forces aggro decks to remove him else risk their entire board. Furthermore, 7 attack on turn 6 will often leave your Dr. Boom in the clear on turn 7.
I kinda miss Zombie Chow on that list. The tech card Tier 1+AAA best card in the know universe. If aggro/midrange wouldn't exist nobody would run that so I would count it as a combo card. Maybe it's already too common to call it that but running one or two is a tech choice in my opinion.
I kinda miss Zombie Chow on that list. The tech card Tier 1+AAA best card in the know universe. If aggro/midrange wouldn't exist nobody would run that so I would count it as a combo card. Maybe it's already too common to call it that but running one or two is a tech choice in my opinion.
That's very true. I'd definitely consider that tech, I hadn't even thought of that.
I agree with BGH being an A ranking. I would bump Harrison/Acidic Swamp Ooze up to A because they provide an amazing tempo against warriors, hunters, and Rogues, and now with the prevalence of Muster for Battle and Tirion, they can potentially provide an enormous card draw against paladins. Shamans also occassionally run a weapon.
So the only classes that Harrison isn't good against are mage, priest, warlock and druid. Mage, Priest, and Warlock can all equip weapons through Blingtron 3000, Thoughtsteal, and Lord Jaraxxus, so the only class its useless against is druid and really a 5 mana 5/4 could easily be worse.
MCT I would put as a B-rank because the swing isn't nearly as beneficial as Harrison or BGH and the conditions are harder to fulfill.
Also I don't know if Mogor the Ogre counts as a tech card. Nerubian Egg could be used as anti AoE.
Mind Control Tech has been one of the most overrated tech cards I've seen on ladder and in tournament play, every body makes the Dr. Boom argument, but honestly I'd rather have a Big Game Hunter vs Dr. Boom any way and frankly if you're letting aggro get 4 minions on the board without removing a single minion before T3 or you top deck MCT then you've probably already lost.
I'm curious what everyone's opinion is on this subject. So many tech cards that may have been iffy in the past seem to be wonderful at the moment. I've compiled a list of what I view to be "the best" at the moment, though there are other options that may be worth noting. So let me know, what do you guys think are the best? How do you think these will change Post-BRM?
I'm not including Loatheb or Sylvanas Windrunner here, as those have both essentially become Auto-Include cards, and thus not tech cards at all. I also won't include Ironbeak Owl, as it's too versatile to really be called a tech card. I also feel like Antique Healbot is too all-purpose to be called "tech".
Tier 1:
-Big Game Hunter: BGH is unequivocally the most reliable tech card at the moment. It provides a huge tempo swing, and, since the advent of Dr. Boom, is useful in nearly every matchup.
-Mind Control Tech: A card that has always been good in Arena, is now proving to be very good in constructed. Not only does Dr. Boom push very quickly toward MCT's 4-Minion requirement, but it also does very well against Paladin, Mechmage, and even Tempo Mage to a lesser extent. I can only see this getting better after BRM. The Hungry Dragon combos will be too cool.
Tier 2:
-Kezan Mystic: Only two classes are really affected by the Mystic, as Paladin likely isn't running secrets. Hunter and Mage, however, make up a fairly large portion of the ladder. The value of stealing a secret is huge against both of these classes. Stealing an Explosive Trap vs. Face Hunter is a huge deal, and taking anything from Mech/Tempo Mage is often even better.
-Harrison Jones/Acidic Swamp Ooze: While Warrior is less prevalent than in seasons past, Oil Rogue Consistently has a weapon, and often saves it's charges. What's more, Paladin - another insanely popular ladder class atm- uses more weapons than ever before. I personally feel that Harrison is the better choice here, given that you can almost assuredly draw 2 cards with it against the classes it's useful against.
Tier 3:
-The Black Knight: TBK will always be good, but it's probably worse at the moment than it's been in a long time. While nearly every deck runs Sludge Belcher, a legendary that only removes half of a Belcher isn't too reliable. It also has some fringe benefit against a mid-late game Annoy-o-Tron, but I don't feel this use is reliable enough to warrant running a 6 Mana Legendary Yeti.
-Blood Knight: Blood Knight is highly situational, and doesn't offer nearly the tempo swing garnered by some of the others cards mentioned. That being said, I think it's probably better situated now than it has been in a while. Mech Mage runs Annoy-o-Tron, as do gimmicky Hobgoblin decks, but the justification for running this card really stems from the increase in Paladin on the ladder. Paladin runs Shielded Minibot, Tirion Fordring, Argent Protector, and often a Coghammer.
Unusual Choices:
-Mogor the Ogre: Mogor isn't played, at all. I think it's highly underrated. Mogor doubles as a Loatheb on Druid or Rogue's combo turn, which is huge right now. He also forces aggro decks to remove him else risk their entire board. Furthermore, 7 attack on turn 6 will often leave your Dr. Boom in the clear on turn 7.
I kinda miss Zombie Chow on that list. The tech card Tier 1+AAA best card in the know universe. If aggro/midrange wouldn't exist nobody would run that so I would count it as a combo card. Maybe it's already too common to call it that but running one or two is a tech choice in my opinion.
That's very true. I'd definitely consider that tech, I hadn't even thought of that.
I agree with BGH being an A ranking. I would bump Harrison/Acidic Swamp Ooze up to A because they provide an amazing tempo against warriors, hunters, and Rogues, and now with the prevalence of Muster for Battle and Tirion, they can potentially provide an enormous card draw against paladins. Shamans also occassionally run a weapon.
So the only classes that Harrison isn't good against are mage, priest, warlock and druid. Mage, Priest, and Warlock can all equip weapons through Blingtron 3000, Thoughtsteal, and Lord Jaraxxus, so the only class its useless against is druid and really a 5 mana 5/4 could easily be worse.
MCT I would put as a B-rank because the swing isn't nearly as beneficial as Harrison or BGH and the conditions are harder to fulfill.
Also I don't know if Mogor the Ogre counts as a tech card. Nerubian Egg could be used as anti AoE.
Mind Control Tech has been one of the most overrated tech cards I've seen on ladder and in tournament play, every body makes the Dr. Boom argument, but honestly I'd rather have a Big Game Hunter vs Dr. Boom any way and frankly if you're letting aggro get 4 minions on the board without removing a single minion before T3 or you top deck MCT then you've probably already lost.
I agree, BGH FTW!
I would rate Black knight tier 2 and Harrison tier 3 just because Black knight is played more than Harrison.