Looking back at it, the fact it doesn't have any immediate impact if you play it on turn 7 will probably put in the gutter, every other Hero card that had success had immediate impacts.
If it summoned at least a mech as a Battlecry or something, it would have been a way better card.
I think the perfect curve is Garrosh in 8, gain 5 armor, get the awesome weapon and in the next turn Boom, gain 7 armor and use the hero power to get some value, really destroy any aggro deck with so many armor gain and minion removal.
For all of you saying the card is disappointing, you are gonna feel the wraith of Dr.7 real soon.
They right about the lost of tempo in the turn you play but is not hard to get the tempo back if you able to survive more 3 or 4 turns after that with your mechs having rush and gaining 7 armor + removals from hero power.
For 8 manas this DK maybe don't make the cut but for 7 is a must have.
If Warrior's legendary minion IS a mech, and IS amazing, this could be something. The main problem with Odd Control is lack of consistent value. Things like Azalina, Elise, and Zola are some of the few value options available (I personally like Ysera but she's meta dependant). The deck Dr.Boom wants wants mechs. How many mechs you're gonna need remains to be seen. We know nightmare amalgam will be there at least. Honestly, the card is too random to evaluate until we know what mechs he'll be working with. Time to wait and pray!
Rollback Post to RevisionRollBack
If you thought you knew what you think I know, then you'd know I knew you knew I know.
I couldn't care less about all the people bitching and complaining saying how disappointing or how RNG this hero card is because how many times have people been COMPLETELY wrong about cards every expansion so because of that i'm just going to have fun with it and enjoy playing a mech warrior deck on day 1. :D
Rollback Post to RevisionRollBack
Rumors are carried by haters, spread by fools, and accepted by idiots.
Looking back at it, the fact it doesn't have any immediate impact if you play it on turn 7 will probably put in the gutter, every other Hero card that had success had immediate impatcs.
If it summoned at least a mech as a Battlecry or something, it would have been a way better card.
you play it turn 8 and take the 7 armor to play Shield Slam, or on turn 10 with Reckless Flurry - Easy science bro
Yeah the bigger armor boost might help it, I really hope it will make it, we'll just have to see the rest of the set I guess.
For all of you saying the card is disappointing, you are gonna feel the wraith of Dr.7 real soon.
They right about the lost of tempo in the turn you play but is not hard to get the tempo back if you able to survive more 3 or 4 turns after that with your mechs having rush and gaining 7 armor + removals from hero power.
For 8 manas this DK maybe don't make the cut but for 7 is a must have.
A tempo deck can't use its turn 7 or 8 to play a 7 mana gain 7 armour. In any scenario where tempo is important to winning the game (which is practically every game) it's the equivalent to suicide. The only exception is if more broken mech cards are on the way. At turn 7/8 aggro midrange are playing their finishers, their strong synergistic cards. This will put you at a severe disadvantage every time you play it if you're a tempo deck.
Rollback Post to RevisionRollBack
If you thought you knew what you think I know, then you'd know I knew you knew I know.
This card looks cool but i think its to slow in a midrange/rush deck. Also the random hero power might be a bigger drawback than most think. Only if mechs are strong enough this card will be good
What will decide this card's viability is whether mechs can be considered a strong archetype. The hero power is frankly lackluster given its random nature. Therefore we just need to see if giving mechs rush is a good enough reason to run the card. At that point, the hero power is just upside
Not sure why all the hate. Hearthstone is NOT a skill-based competitive game, so there’s no reason this card isnt cool as hell. It looks cool as hell. Who gives a shit if it “isn’t bullshit-meta-viable”? It’s going to be an auto craft if I don’t open this.
The number of people being down on this card is equal to the number of people who never played control warrior. You would, gladly, play Justicar on curve, knowing it would die for free effectively, just to get the upgraded hero power. One mana more, plus seven armor, plus mech synergies, plus 5 hero powers, all of which are average at the worst to elite at the best. Even if its not in standard, this card will be played in control warrior in wild. Especially with things like Iron Juggernaut, Screwjank Clunker, and Siege Engine now having immediate impact, allowing cards like Junkbot to spiral out of control
The number of people being down on this card is equal to the number of people who never played control warrior. You would, gladly, play Justicar on curve, knowing it would die for free effectively, just to get the upgraded hero power. One mana more, plus seven armor, plus mech synergies, plus 5 hero powers, all of which are average at the worst to elite at the best. Even if its not in standard, this card will be played in control warrior in wild. Especially with things like Iron Juggernaut, Screwjank Clunker, and Siege Engine now having immediate impact, allowing cards like Junkbot to spiral out of control
I got my golden garrosh playing about 70% control warrior and 30% mech warrior and this first statement doesn't make a whole lot of sense to me.
Mech synergy is pretty useless in control warrior. I might be persuaded to play Sneed's Old Shredder and Iron Juggernaut, but screwjank clunker and siege engine would never make it in my CW list (and I have tried siege engine at one point. Didn't stay long). To be fair I have not played CW in wild for a while now, but that's only because frankly it doesn't seem to have a strong enough win condition anymore, and I don't think the mechs you named will beat a N'zoth/ dead man's hand gameplan that is already available.
If this hero power is truly better than Justicar's, then yes, I would play it in CW regardless of mech synergy, but I'm not convinced yet it is. If this gave me any of the hero powers on its own I might would be convinced. Discovering a mech every turn is great, armoring up every turn is great, creating 3 1/1's with rush every turn is great, dealing 3 damage every turn is also good, dealing one damage to all opponents allows me to build my deck around that, but jumble them all up, and you can't stick to a gameplan one way or the other. You can't keep pressuring with mechs or damage, you can't combo with your damage interaction cards reliably, and you can't keep yourself safe by tanking up consistently. That is the problem here.
If this card ends up being good, and I believe it will be, then Foe Reaper 4000 may have a lot of potential in wild, and I'll regret dusting mine a while ago...
Looking back at it, the fact it doesn't have any immediate impact if you play it on turn 7 will probably put in the gutter, every other Hero card that had success had immediate impacts.
If it summoned at least a mech as a Battlecry or something, it would have been a way better card.
I think the perfect curve is Garrosh in 8, gain 5 armor, get the awesome weapon and in the next turn Boom, gain 7 armor and use the hero power to get some value, really destroy any aggro deck with so many armor gain and minion removal.
For all of you saying the card is disappointing, you are gonna feel the wraith of Dr.7 real soon.
Fingers crossed!
It will never be Meta-Defining. RNG hero power.
They right about the lost of tempo in the turn you play but is not hard to get the tempo back if you able to survive more 3 or 4 turns after that with your mechs having rush and gaining 7 armor + removals from hero power.
For 8 manas this DK maybe don't make the cut but for 7 is a must have.
777
If Warrior's legendary minion IS a mech, and IS amazing, this could be something. The main problem with Odd Control is lack of consistent value. Things like Azalina, Elise, and Zola are some of the few value options available (I personally like Ysera but she's meta dependant). The deck Dr.Boom wants wants mechs. How many mechs you're gonna need remains to be seen. We know nightmare amalgam will be there at least. Honestly, the card is too random to evaluate until we know what mechs he'll be working with. Time to wait and pray!
If you thought you knew what you think I know, then you'd know I knew you knew I know.
I couldn't care less about all the people bitching and complaining saying how disappointing or how RNG this hero card is because how many times have people been COMPLETELY wrong about cards every expansion so because of that i'm just going to have fun with it and enjoy playing a mech warrior deck on day 1. :D
Rumors are carried by haters, spread by fools, and accepted by idiots.
AFAIK, Warrior isn't getting a legendary minion, he's getting a spell.
Yeah the bigger armor boost might help it, I really hope it will make it, we'll just have to see the rest of the set I guess.
A tempo deck can't use its turn 7 or 8 to play a 7 mana gain 7 armour. In any scenario where tempo is important to winning the game (which is practically every game) it's the equivalent to suicide. The only exception is if more broken mech cards are on the way. At turn 7/8 aggro midrange are playing their finishers, their strong synergistic cards. This will put you at a severe disadvantage every time you play it if you're a tempo deck.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
This card looks cool but i think its to slow in a midrange/rush deck. Also the random hero power might be a bigger drawback than most think. Only if mechs are strong enough this card will be good
What will decide this card's viability is whether mechs can be considered a strong archetype. The hero power is frankly lackluster given its random nature. Therefore we just need to see if giving mechs rush is a good enough reason to run the card. At that point, the hero power is just upside
Not sure why all the hate. Hearthstone is NOT a skill-based competitive game, so there’s no reason this card isnt cool as hell. It looks cool as hell. Who gives a shit if it “isn’t bullshit-meta-viable”? It’s going to be an auto craft if I don’t open this.
The number of people being down on this card is equal to the number of people who never played control warrior. You would, gladly, play Justicar on curve, knowing it would die for free effectively, just to get the upgraded hero power. One mana more, plus seven armor, plus mech synergies, plus 5 hero powers, all of which are average at the worst to elite at the best. Even if its not in standard, this card will be played in control warrior in wild. Especially with things like Iron Juggernaut, Screwjank Clunker, and Siege Engine now having immediate impact, allowing cards like Junkbot to spiral out of control
I got my golden garrosh playing about 70% control warrior and 30% mech warrior and this first statement doesn't make a whole lot of sense to me.
Mech synergy is pretty useless in control warrior. I might be persuaded to play Sneed's Old Shredder and Iron Juggernaut, but screwjank clunker and siege engine would never make it in my CW list (and I have tried siege engine at one point. Didn't stay long). To be fair I have not played CW in wild for a while now, but that's only because frankly it doesn't seem to have a strong enough win condition anymore, and I don't think the mechs you named will beat a N'zoth/ dead man's hand gameplan that is already available.
If this hero power is truly better than Justicar's, then yes, I would play it in CW regardless of mech synergy, but I'm not convinced yet it is. If this gave me any of the hero powers on its own I
mightwould be convinced. Discovering a mech every turn is great, armoring up every turn is great, creating 3 1/1's with rush every turn is great, dealing 3 damage every turn is also good, dealing one damage to all opponents allows me to build my deck around that, but jumble them all up, and you can't stick to a gameplan one way or the other. You can't keep pressuring with mechs or damage, you can't combo with your damage interaction cards reliably, and you can't keep yourself safe by tanking up consistently. That is the problem here.EDIT: Still hope I'm wrong, though!
You do not need go all in mech for this work. The hero power itself provide mech in 2 options. You only need to include the best mech if you like.
If this card ends up being good, and I believe it will be, then Foe Reaper 4000 may have a lot of potential in wild, and I'll regret dusting mine a while ago...
This....this card rules. :o