People complain about rng hero power but i dont see any problem with it. Sure,sometimes you get wrong offer but if all options are decent,rng isn't big deal (like animal companion,kazakus,zombeast...)
The battlecry also very powerful but only on mech so we need to see more mech to evaluate
Battlecry says for the rest of the game. That means I can turn to DK and still get rush mech right? Might make interesting control infinite big mech style with DMH.
playing this on turn 7 does nothing though. It will be a huge loss of tempo. Kinda risky I'd say
That's why it's actually a turn 9 play...getting 3 1/1's with rush is decent, not great but decent. Only reason you'd play this on turn 7 is for the armour as you're about to die.
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If you thought you knew what you think I know, then you'd know I knew you knew I know.
This card looks very very interesting to me, because I believe the Hero Powers will be swapped in specific order.
Edit: Oh, Hero Powers will switch randomly....?? :(
But what hero power is bad? Your mechs have rush.
If is armor then gain 7 armor for 2 manas = excelent.
If 3 1/1 with rush you kill a 3 health minion and don't need to spend resources doing that, no life and no card lost = ok.
If discover a mech and this mech will have rush = awesome.
If 3 damage = very good.
The only one maybe not good in some scenarios is 1 damage all enemies, I give the critics this one = bad.
5 hero powers, 3 very good, 1 ok and 1 situational bad.
All this in one 7 manas DK, what people thinking? This card is fantastic.
But every turn, you will depend on the RNG gods to give you the right one... Sure it is is fun, but it is extremely inconsistant, and the heropower is much worse at carrying you to the Win than most other Hero cards. I believe even Odd paladin has a stronger one given their buff threats.
That's why it's actually a turn 9 play...getting 3 1/1's with rush is decent, not great but decent. Only reason you'd play this on turn 7 is for the armour as you're about to die.
No, it is bad, turn 9 is very late. Those tiny mechs should be pretty irrelevant at that point, and you can't rely on getting them when you need them.
This card looks very very interesting to me, because I believe the Hero Powers will be swapped in specific order.
Edit: Oh, Hero Powers will switch randomly....?? :(
But what hero power is bad? Your mechs have rush.
If is armor then gain 7 armor for 2 manas = excelent.
If 3 1/1 with rush you kill a 3 health minion and don't need to spend resources doing that, no life and no card lost = ok.
If discover a mech and this mech will have rush = awesome.
If 3 damage = very good.
The only one maybe not good in some scenarios is 1 damage all enemies, I give the critics this one = bad.
5 hero powers, 3 very good, 1 ok and 1 situational bad.
All this in one 7 manas DK, what people thinking? This card is fantastic.
But every turn, you will depend on the RNG gods to give you the right one... Sure it is is fun, but it is extremely inconsistant, and the heropower is much worse at carrying you to the Win than most other Hero cards. I believe even Odd paladin has a stronger one given their buff threats.
That's why it's actually a turn 9 play...getting 3 1/1's with rush is decent, not great but decent. Only reason you'd play this on turn 7 is for the armour as you're about to die.
No, it is bad, turn 9 is very late. Those tiny mechs should be pretty irrelevant at that point, and you can't rely on getting them when you need them.
Yea, right now feels like a win-more card. The 7 armor from power seems solid even if RNG. The other feels like too much depending from 1: matchup 2: power rotation. The 3 1/1 in an empty board followd by whirlwind feels like meme.
This card looks very very interesting to me, because I believe the Hero Powers will be swapped in specific order.
Edit: Oh, Hero Powers will switch randomly....?? :(
But what hero power is bad? Your mechs have rush.
If is armor then gain 7 armor for 2 manas = excelent.
If 3 1/1 with rush you kill a 3 health minion and don't need to spend resources doing that, no life and no card lost = ok.
If discover a mech and this mech will have rush = awesome.
If 3 damage = very good.
The only one maybe not good in some scenarios is 1 damage all enemies, I give the critics this one = bad.
5 hero powers, 3 very good, 1 ok and 1 situational bad.
All this in one 7 manas DK, what people thinking? This card is fantastic.
But every turn, you will depend on the RNG gods to give you the right one... Sure it is is fun, but it is extremely inconsistant, and the heropower is much worse at carrying you to the Win than most other Hero cards. I believe even Odd paladin has a stronger one given their buff threats.
That's why it's actually a turn 9 play...getting 3 1/1's with rush is decent, not great but decent. Only reason you'd play this on turn 7 is for the armour as you're about to die.
No, it is bad, turn 9 is very late. Those tiny mechs should be pretty irrelevant at that point, and you can't rely on getting them when you need them.
Yea, right now feels like a win-more card. The 7 armor from power seems solid even if RNG. The other feels like too much depending from 1: matchup 2: power rotation. The 3 1/1 in an empty board followd by whirlwind feels like meme.
It not WW, learn to read the card before rate it lolz. It said damage all your ENEMIES, so even hit the opponent face for 1 and your 3 little mech still alive and well.
It is random but in a good way. The 7 armor option is always good for all CW player, no matter the situation. The 3 damage or summon 3 1/1 is the same basically, since the mech have RUSH, and you can also develop a board to compensate you cant go face. The discover is obviously good and always welcome. So I can see 4 out of 5 you happy with your HP
EDIT: You guys aren't realising that half the expansion hasn't even been released yet. Yes, this is a pretty big loss of tempo on turn 7, but If Warrior gets some strong midgame mechs and taunts, they can easily carry the threat until turn 7 where they can play this with no consequence. The only card for Warrior that they've revealed is that 3/8 that can't be targeted by spells or hero powers; be patient, and we just might see a new dawn of Mech Warrior.
That's why it's actually a turn 9 play...getting 3 1/1's with rush is decent, not great but decent. Only reason you'd play this on turn 7 is for the armour as you're about to die.
No, it is bad, turn 9 is very late. Those tiny mechs should be pretty irrelevant at that point, and you can't rely on getting them when you need them.
You took what I said out of context. It was a response to someone talking about the overall viability of the card. I stated that at turn 9 you will get a use of the hero power, random as it is. I used the 3 1/1's as an example of one of his powers, as if that's the one you get, you end up using it in most cases as with 2 mana you're up against a wall. Please try to understand the situation before you put things in your own context.
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If you thought you knew what you think I know, then you'd know I knew you knew I know.
We've already seen Houndmaster Shaw. Its good but its not devastating by any means. I know they're not exactly the same but i've had games where I couldn't kill houndmaster the turn it dropped and I wasnt devastated I even won some of them.
You know you are comparing a temporary state vs a permanent one right? It's a world of difference.
I said that they were different.. Both have pros and cons... Shaw is a 4 drop and games where Shaw survived doesnt feel like it was devastating as the poster suggested.. Rush is better when you have it early because it is important in controlling the tempo. At late game rush's application kinda diminshes. Hero Boom's bcry doesn't do anything, and is pretty bad when you are already behind in tempo. I think he can work in a control warrior with just a few mechs but compared to other late game heroes like Jaina, Valeera, Rexxar, Guldan & Hagatha, Booms RNG Hero power doesnt feel like it can generate the same value due to it being inconsistent.
Why not Battlecry: "For the rest of the game your Mechs have Rush. Summon a 3/6 Water Mech?"
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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..."
looks very interesting and fun, but where are my boombots though? I would have expected for at least one of the hero powers to summon a boombot. They are what make the original Dr.7 so OP and iconic at the same time.
That and the laughter when you play him
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People complain about rng hero power but i dont see any problem with it. Sure,sometimes you get wrong offer but if all options are decent,rng isn't big deal (like animal companion,kazakus,zombeast...)
The battlecry also very powerful but only on mech so we need to see more mech to evaluate
Overall,4 stars card
Battlecry says for the rest of the game. That means I can turn to DK and still get rush mech right? Might make interesting control infinite big mech style with DMH.
To bad there is no any relation between The Witchwood rush Warrior and this, mech one.
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
Doesnt Seems strong
playing this on turn 7 does nothing though. It will be a huge loss of tempo. Kinda risky I'd say
This card looks very very interesting to me, because I believe the Hero Powers will be swapped in specific order.
Edit: Oh, Hero Powers will switch randomly....?? :(
But what hero power is bad? Your mechs have rush.
If is armor then gain 7 armor for 2 manas = excelent.
If 3 1/1 with rush you kill a 3 health minion and don't need to spend resources doing that, no life and no card lost = ok.
If discover a mech and this mech will have rush = awesome.
If 3 damage = very good.
The only one maybe not good in some scenarios is 1 damage all enemies, I give the critics this one = bad.
5 hero powers, 3 very good, 1 ok and 1 situational bad.
All this in one 7 manas DK, what people thinking? This card is fantastic.
That's why it's actually a turn 9 play...getting 3 1/1's with rush is decent, not great but decent. Only reason you'd play this on turn 7 is for the armour as you're about to die.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
But every turn, you will depend on the RNG gods to give you the right one... Sure it is is fun, but it is extremely inconsistant, and the heropower is much worse at carrying you to the Win than most other Hero cards. I believe even Odd paladin has a stronger one given their buff threats.
No, it is bad, turn 9 is very late. Those tiny mechs should be pretty irrelevant at that point, and you can't rely on getting them when you need them.
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Yea, right now feels like a win-more card. The 7 armor from power seems solid even if RNG. The other feels like too much depending from 1: matchup 2: power rotation. The 3 1/1 in an empty board followd by whirlwind feels like meme.
In my opinion the hero power is way too inconsistent. But having rush on all your mechs might just be enough for this to be viable
It not WW, learn to read the card before rate it lolz. It said damage all your ENEMIES, so even hit the opponent face for 1 and your 3 little mech still alive and well.
It is random but in a good way. The 7 armor option is always good for all CW player, no matter the situation. The 3 damage or summon 3 1/1 is the same basically, since the mech have RUSH, and you can also develop a board to compensate you cant go face. The discover is obviously good and always welcome. So I can see 4 out of 5 you happy with your HP
Mech-Rush-Control-Tempo-Midrange Warrior, Boomsday 2k18.
EDIT: You guys aren't realising that half the expansion hasn't even been released yet. Yes, this is a pretty big loss of tempo on turn 7, but If Warrior gets some strong midgame mechs and taunts, they can easily carry the threat until turn 7 where they can play this with no consequence. The only card for Warrior that they've revealed is that 3/8 that can't be targeted by spells or hero powers; be patient, and we just might see a new dawn of Mech Warrior.
You took what I said out of context. It was a response to someone talking about the overall viability of the card. I stated that at turn 9 you will get a use of the hero power, random as it is. I used the 3 1/1's as an example of one of his powers, as if that's the one you get, you end up using it in most cases as with 2 mana you're up against a wall. Please try to understand the situation before you put things in your own context.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
I want a golden version of this card!
Rob Dawg
I said that they were different.. Both have pros and cons... Shaw is a 4 drop and games where Shaw survived doesnt feel like it was devastating as the poster suggested.. Rush is better when you have it early because it is important in controlling the tempo. At late game rush's application kinda diminshes. Hero Boom's bcry doesn't do anything, and is pretty bad when you are already behind in tempo. I think he can work in a control warrior with just a few mechs but compared to other late game heroes like Jaina, Valeera, Rexxar, Guldan & Hagatha, Booms RNG Hero power doesnt feel like it can generate the same value due to it being inconsistent.
Why not Battlecry: "For the rest of the game your Mechs have Rush. Summon a 3/6 Water Mech?"
"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..."
Wild Foe Reaper 4000 meta bois
looks very interesting and fun, but where are my boombots though? I would have expected for at least one of the hero powers to summon a boombot. They are what make the original Dr.7 so OP and iconic at the same time.
That and the laughter when you play him