Asking dedicated Warrior mains: What was your experience with Dr.Boom so far? So far I can tell that I feel like its a powerfull card that Warrior needed.
PLEASE play Dr. Boom with Mechanical Whelps. They were meant for each other. Yes the 7/7 dies to removal. EVERYTHING DIES TO REMOVAL! Stop acting like Dr. Boom will save you from getting Goose'd/Togwaggle'd/C'thun'd, y'all!
Boom is a control warrior value card. He does his job but i fear i crafted him without needing and dust is scarce :-). I tried three versions. Odd mech, normal quest with mechs and odd mechquest. Boom is in the odd mechwarrior but it feels like no need. The 4 armor is alread powerful and i would prefre it over dooms HP most of the time. All mechs with rush on the other side is also quite strong.Most of the time the omega assembly refills me for the victory.
I think n a normal control mechwarrior he is very powerful to outvalue your oponent.
what i can definitly say. Mechwarior is a realy cool change. The deck is far from booring :-). Have like 70% winrate. Met some treant (token) decks that were insanely strong. I cleared 3 token boards and 6 huge guys followed and after i killded them too the had more big guys (0 cost and rush XD) to follow due to splintergraft and Floop ....
I had games yesterday where he outvalued Valeera Hero card that was trying to go infinite. It would be coincidence but I faced similar builds 5 times in a row. So I stay behind the opinion of my post that he is clearly a card that Warrior needed. Weapons Project is also really good.
Boom is very fun but also this expansion warrior will be maybe tier 2... You can t control all the game till the very late if you don't have a win condition... and no.. the OTK with boomship is not a solid wincondition and also the fact that mechs have rush is a very poor thing against the upcoming meta (or what I think it will be).. prepare yourself on another unplayable warrior.. This is only my opinion based on 2 days of rank 5 games and a lot of friendly match.. maybe I am wrong but I don t think so
The card is good hands-down. I think the power-level will decrease slightly ( at least in wild) when decks start becoming refined agained but in a dedicated mech deck, the aura is just stupendously good.
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Boom is crazy good. His hero powers randomly switch, but every single one of them is superb, so that makes up for the randomness. Rushing Mechs is only icing on the cake.
The card is good hands-down. I think the power-level will decrease slightly ( at least in wild) when decks start becoming refined agained but in a dedicated mech deck, the aura is just stupendously good.
Haven't you tried it in pure Control Warrior builds? I was theorycrafting both Mech and Control Warrior and Mech warrior (at least in Wild) seems kinda underwhelming in late game compared to other decks. Control Warrior have Brawls,DMH and such while Mech Warrior once it loses the board, cant reliably come back against Infinite Rogues, Reno decks or Druids.
I tried it in my Recruit warrior deck but it didn't do as well as I thought it would have ( mostly cause I only ran one mech so the aura was wasted). Going to keep trying though. Got lots of decks to make and test but I did already put out two brand new decks so I need to pace myself haha.
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GUYS IT CAN'T WORK! Warriors have the same problem of Paladins: they don't have a win condition against Control. Even DM Warrior sucked against heavy control decks, that 7 mana Hero won't change too much. Further more, it's basically a 7 mana gaun 7 armor when you play it, an huge tempo loss. His passive ability of giving Rush to your mechs isn't even remotly comparable with Jaina's Aura. And you also have to consider that Jaina has a better Her Power and a better Battlecry. What does Warrior have that Mage hasn't? Wirlwind effects are useless against the newest aggro decks, like zoolock because they all run Keleseth. So, for now, there are two variations of Warrior: one based on mech and early game control (Tempo Warrior) and one based on Rush minions and Armor Gain (Control Warrior). The former performs better against aggro, but completly struggles against control. The latter performs a bit worse against aggro (though cards like Darius and Phantom Militia should help a lot) but performs much better against control decks. The fact is that, despite all this, control decks have evolved through the time. WARRIORS AND PALADIN CAN'T OUTVALUE A CONTROL OPPONENT. How could they ever deal with an Hadronox, a Doomguard into Cube or DK Gul'Dan/Jaina? They simply can't. Tinkmaster Overspark is just too inconsisten, same for Mind Control Tech. Silence isn' enough and board clears like Equality+Consecration and Brawl are very limited.
TL;DR: Warrior Control decks can't outvalue other control decks, instead Tempo decks terribly struggle against Control and other Tempo. Dr. Boom is good by its own (despite the Huge tempo loss), it's the class that's bad
"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..."
Except aggro/tempo decks, in theory this has a good chance to win against Malygos decks by stacking the armor. Mecha'thun and Shudderwock decks are tough to beat with this though.
Asking dedicated Warrior mains: What was your experience with Dr.Boom so far? So far I can tell that I feel like its a powerfull card that Warrior needed.
Moving into https://outof.cards/members/firepaladinhs/decks
PLEASE play Dr. Boom with Mechanical Whelps. They were meant for each other. Yes the 7/7 dies to removal. EVERYTHING DIES TO REMOVAL! Stop acting like Dr. Boom will save you from getting Goose'd/Togwaggle'd/C'thun'd, y'all!
Boom is a control warrior value card. He does his job but i fear i crafted him without needing and dust is scarce :-). I tried three versions. Odd mech, normal quest with mechs and odd mechquest. Boom is in the odd mechwarrior but it feels like no need. The 4 armor is alread powerful and i would prefre it over dooms HP most of the time. All mechs with rush on the other side is also quite strong.Most of the time the omega assembly refills me for the victory.
I think n a normal control mechwarrior he is very powerful to outvalue your oponent.
If I see boom on mulligan, I am leaving him cause I want to play hero card instantly at 7th turn - without him games are tougher to win.
what i can definitly say. Mechwarior is a realy cool change. The deck is far from booring :-). Have like 70% winrate. Met some treant (token) decks that were insanely strong. I cleared 3 token boards and 6 huge guys followed and after i killded them too the had more big guys (0 cost and rush XD) to follow due to splintergraft and Floop ....
I had games yesterday where he outvalued Valeera Hero card that was trying to go infinite. It would be coincidence but I faced similar builds 5 times in a row. So I stay behind the opinion of my post that he is clearly a card that Warrior needed. Weapons Project is also really good.
Moving into https://outof.cards/members/firepaladinhs/decks
Boom is very fun but also this expansion warrior will be maybe tier 2... You can t control all the game till the very late if you don't have a win condition... and no.. the OTK with boomship is not a solid wincondition and also the fact that mechs have rush is a very poor thing against the upcoming meta (or what I think it will be).. prepare yourself on another unplayable warrior.. This is only my opinion based on 2 days of rank 5 games and a lot of friendly match.. maybe I am wrong but I don t think so
The card is good hands-down. I think the power-level will decrease slightly ( at least in wild) when decks start becoming refined agained but in a dedicated mech deck, the aura is just stupendously good.
Yeah he is really good. Most games I lose because Dr. Boom was in the bottom 5 of my deck. :(
I'm not a Warrior main, but my experience with Dr. Boom so far is quite good - Mechs with Rush is insane
Boom is crazy good. His hero powers randomly switch, but every single one of them is superb, so that makes up for the randomness. Rushing Mechs is only icing on the cake.
Release the Kraken!
Haven't you tried it in pure Control Warrior builds? I was theorycrafting both Mech and Control Warrior and Mech warrior (at least in Wild) seems kinda underwhelming in late game compared to other decks. Control Warrior have Brawls,DMH and such while Mech Warrior once it loses the board, cant reliably come back against Infinite Rogues, Reno decks or Druids.
Moving into https://outof.cards/members/firepaladinhs/decks
I tried it in my Recruit warrior deck but it didn't do as well as I thought it would have ( mostly cause I only ran one mech so the aura was wasted). Going to keep trying though. Got lots of decks to make and test but I did already put out two brand new decks so I need to pace myself haha.
lel
says this after the most varried meta in HS history.
How good is it in a Control deck without any mech ? Didn't get the chance to draw it from a pack.
it's pretty pointless not to have control type mechs in the deck though to make use of dr. boom. throw in a bull dozer or those 5 drops and your set.
GUYS IT CAN'T WORK! Warriors have the same problem of Paladins: they don't have a win condition against Control. Even DM Warrior sucked against heavy control decks, that 7 mana Hero won't change too much. Further more, it's basically a 7 mana gaun 7 armor when you play it, an huge tempo loss. His passive ability of giving Rush to your mechs isn't even remotly comparable with Jaina's Aura. And you also have to consider that Jaina has a better Her Power and a better Battlecry. What does Warrior have that Mage hasn't? Wirlwind effects are useless against the newest aggro decks, like zoolock because they all run Keleseth. So, for now, there are two variations of Warrior: one based on mech and early game control (Tempo Warrior) and one based on Rush minions and Armor Gain (Control Warrior). The former performs better against aggro, but completly struggles against control. The latter performs a bit worse against aggro (though cards like Darius and Phantom Militia should help a lot) but performs much better against control decks. The fact is that, despite all this, control decks have evolved through the time. WARRIORS AND PALADIN CAN'T OUTVALUE A CONTROL OPPONENT. How could they ever deal with an Hadronox, a Doomguard into Cube or DK Gul'Dan/Jaina? They simply can't. Tinkmaster Overspark is just too inconsisten, same for Mind Control Tech. Silence isn' enough and board clears like Equality+Consecration and Brawl are very limited.
TL;DR: Warrior Control decks can't outvalue other control decks, instead Tempo decks terribly struggle against Control and other Tempo. Dr. Boom is good by its own (despite the Huge tempo loss), it's the class that's bad
"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..."
Very underwhelming, don't like it at all.
I'm gonna play with this for a while
Except aggro/tempo decks, in theory this has a good chance to win against Malygos decks by stacking the armor. Mecha'thun and Shudderwock decks are tough to beat with this though.
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Havent tried him in Standart but in Wild it is pretty good as a standalone. Paired with N'Zoth and DMH the deck can go infinite :P
Moving into https://outof.cards/members/firepaladinhs/decks