seems well designed at first glance, since it won't impact the board on the turn you play it, but giving your minions rush (presumably you'll be playing this with lots of mechs) means they will be very good at re-taking board advantage. also warrior's large amount of armor and board clears puts them in a much better position than a lot of classes to have a 'do nothing turn', as control warrior has shown in the past.
I agree, i think it could be better if u could choose 1 out of 3 hero poweres, so each situation would be different. Or maybe choose 1 then choose 1. So u could have 2 hero powers in 1.
The card looks really cool, but the lack of an immediate effect is a bit of a letdown.
Jaina, Guldan, and Malfurion summon minions, Rexxar, Hagatha, Anduin, and Garrosh have aoe, Paladin gets a good lifesteal weapon, Thrall bufss the board, and Valeera becomes immune to targeteable damage.
Dr. Boom gets 2 extra armour. For 7 mana. Mechs having rush better be impactful enough to take back that tempo. He could at least have summoned 2 boom bots... They better make some damn good mechs for Warrior.
This is how I see the quality of the hero powers compared to the other classes if the hero powers were NOT random. Seeing as they are, I consider the hero powers as a whole to be a lot worse. Also, if you take the average of the hero powers, the only classes this hero power is favored against is druid and... warrior.
(Edit: and I feel like I have been generous comparing these. The reason there is no orange is because I changed all oranges to green.)
EDIT 2: delivery drone could be underrated here if the mechs in this set are actually very good on average. Also, they do all have rush. So if I'm wrong it is most likely on this one.
7 mana for 7 armor is not good. If you don't play this on turn 7, but later turns, then it's even worse because you are getting NO value with your mechs having Rush. You WANT to play this on turn 7.
So what if you do, best case scenario then? Turn 7, play Dr Boom hero. Gain 7 armor. Your minions on board can already attack, so nothing changes there.
Turn 8, you have a hero power that can be good, depending on what shows up. 2 mana down. 6 mana left to play a Mech, with Rush.
This is your best case scenario. For example, DK Jaina, immediately impacts the board in 2 ways. All your elementals in play have lifesteal AND you get an elemental with lifesteal. And your opponent has to play around 1 life minions for the rest of the game.
How does this even compare to that? I think the card is far too slow and unless neutral mechs are amazing, this will not matter.
This can be played 2 turns early, 7 armor here can be the diference between life and death vs aggro, Jaina is more powerful for sure but 7 manas to 9 manas for a DK is huge too, all hero powers is very good vs aggro too.
How many times you died vs aggro with Jaina in your hand or lose the game because Leeroy one turn after played her? In long run in control matchs Jaina is far better of course.
Honestly, if a Warrior makes it to turn 7 with a decent amount of health and armor (which is completely doable) this card becomes an absolute nightmare to deal with. The card has synergy with Rush and Armor mechanics already present in the class. Once it makes it to turn 8, the ability to rush with magnetized mechs, and potential hero powers can swing a game to your advantage very quickly. It definitely doesn't have an instant swing effect like Anduin or Hagatha's battlecries, but the value Dr. Boom provides over the long term can be absolutely devastating if it isn't checked quickly, and that isn't always possible.
I think this is slightly worse than Hagatha. Having Rush with mechs seem pretty good if the rest of the set gets some solid mechs for the Warror to use. The HP is decent most of the time but some of the powers are more situational than others. Sadly, it doesn't compete with the 3 top DKs (Jaina, Guldan, Rexxar). The card itself got a lot of flavor though. I just wish that this card would make Warrior much more powerful because he deserves it.
The Battlecry is good long-term, but unexciting when first played. There aren't too many tricks for it, one off the top of my head is Harvest Golem (deathrattle spawns a mech which will have Rush). I'm not sure if this and Harvest Golem wind up in the same deck, though. Perhaps Mech Warrior looks kinda like a midrange Dragon Warrior used to and the Golem is good. Impossible to say, this far out.
All those hero powers seem good. Getting a single 1/1 Rush Doggo with the Houndmaster Shaw Monster Hunt was really good, and three is three times better. 7 armor is great value (even if sometimes you'd rather have direct damage). 3 damage is pretty solid. 1 damage to all enemies can clear boards, and activate Execute or add up along with some of Warrior's many whirlwind effects. Discover a Mech is more expensive if you're just rushing a mech in to die, but almost Deathstalker Rexxar Zombeast power. There's certainly a chance you don't have the exact hero power you want, but individually they're strong.
Moreover, the overall impact of the card seems fun to me. I know other folks might have different opinions, but I think it opens up avenues for clever gameplay. While you don't have control over which hero power you have, you do have control over what spells you cast from hand. Figuring out when to play what spells, how long you can hold out for the hero power you really want, is an interesting puzzle. Maybe this one turn you Slam and 3 damage something, to hold off on a better board to Brawl later. Those kinds of choices are meaningful in a gameplay. One of the worst things about most Hero Powers is they're always the same. It's really boring that control Locks spend their first few turns just using Life Tap, and have since Hearthstone began. This never gets boring, even if sometimes it doesn't get you what you need.
So this isn't a "slam it and win" card, but slow, long-run value if you're able to use it wisely. I'm glad they're printing it.
Well, it's a nice card for sure, but the random HP leaves me a bit disappointed. Still, will see play, but for sure is not even remotely close to the power level of Gul'dan, Jaina or Rexxar. Also, i would have at least add something to the battlecry effect. IDK, add a random mech to your hand, summon a copy of the last mech you played...
Difficult to judge this Hero Card untill we got all the mech revealed. Rush is very powerful if coupled with poison or lifesteal effects. The rotating hero power can be good or super good depending on scenario, I really don't see a drawback.
Well to be fair, Gul'dan is 10 mana and Jaina is 9 mana. By the time you can play either one of those, You would have two or three turns with Dr. Boom.
Rexxar is an interesting argument. I will say that Rexxar's weakness is that you can't control what kind of beasts you create. There's been times when I used Rexxar and I get absolute garbage for a Zombeast, or the Zombeast is too expensive for me to use at the time. Dr. Boom's hero powers are all pretty useful and work with other warrior cards. Additionally, all mechs for the rest of the game are going to have Rush, which can be very strong over the course of the game if you have a mech-heavy deck. The main advantage Rexxar has over Dr.Boom is that he's 1 mana less, and does a nice AoE attack, but we haven't seen the rest of the mechs in this expansion, or even the Warrior legendary spell which is no doubt going to synergize with Boom.
Right, but take a look at DK Rexxar. It impacts the board AND has a long term game effect. This has no impact on the board. And your long term game effect cannot be planned for, just reacted to.
Also, Reckless Flurry and this hero is a 10 mana play. Uhm, nah, thats not much better than Shield Armor and Reckless for much less mana.
Basically, are the HP worth it and mechs having Rush? You have to take a turn off to gain any of the benefits of the Hero.
Hagatha affected the board. Jaina. Rexxar. Even the old Warrior DK did as it provided you with a weapon that was VERY good.
This will not keep you alive against a full board of minions and you will still die. So you can only play this when the board is clear or has little to no threatening minions.
Your deck has to be a Mech deck or this Hero does nothing.
If the Hero power was to always Discover a Mech, I would actually call this playable. That means the turn after you play this Hero, you always have a Rush minion to control the board without ever playing Mechs in your deck.
seems well designed at first glance, since it won't impact the board on the turn you play it, but giving your minions rush (presumably you'll be playing this with lots of mechs) means they will be very good at re-taking board advantage. also warrior's large amount of armor and board clears puts them in a much better position than a lot of classes to have a 'do nothing turn', as control warrior has shown in the past.
I don't call gain 7 armor "nothing".
I agree, i think it could be better if u could choose 1 out of 3 hero poweres, so each situation would be different. Or maybe choose 1 then choose 1. So u could have 2 hero powers in 1.
The card looks really cool, but the lack of an immediate effect is a bit of a letdown.
Jaina, Guldan, and Malfurion summon minions, Rexxar, Hagatha, Anduin, and Garrosh have aoe, Paladin gets a good lifesteal weapon, Thrall bufss the board, and Valeera becomes immune to targeteable damage.
Dr. Boom gets 2 extra armour. For 7 mana. Mechs having rush better be impactful enough to take back that tempo. He could at least have summoned 2 boom bots... They better make some damn good mechs for Warrior.
Should have had 7 hero powers.
This is how I see the quality of the hero powers compared to the other classes if the hero powers were NOT random. Seeing as they are, I consider the hero powers as a whole to be a lot worse. Also, if you take the average of the hero powers, the only classes this hero power is favored against is druid and... warrior.
(Edit: and I feel like I have been generous comparing these. The reason there is no orange is because I changed all oranges to green.)
EDIT 2: delivery drone could be underrated here if the mechs in this set are actually very good on average. Also, they do all have rush. So if I'm wrong it is most likely on this one.
This can be played 2 turns early, 7 armor here can be the diference between life and death vs aggro, Jaina is more powerful for sure but 7 manas to 9 manas for a DK is huge too, all hero powers is very good vs aggro too.
How many times you died vs aggro with Jaina in your hand or lose the game because Leeroy one turn after played her? In long run in control matchs Jaina is far better of course.
Control warrior with good mechs mixed.
Have they said whether the hero powers will switch to another power randomly, or are they in a set sequence? Missed the stream ><
Honestly, if a Warrior makes it to turn 7 with a decent amount of health and armor (which is completely doable) this card becomes an absolute nightmare to deal with. The card has synergy with Rush and Armor mechanics already present in the class. Once it makes it to turn 8, the ability to rush with magnetized mechs, and potential hero powers can swing a game to your advantage very quickly. It definitely doesn't have an instant swing effect like Anduin or Hagatha's battlecries, but the value Dr. Boom provides over the long term can be absolutely devastating if it isn't checked quickly, and that isn't always possible.
I think this is slightly worse than Hagatha. Having Rush with mechs seem pretty good if the rest of the set gets some solid mechs for the Warror to use. The HP is decent most of the time but some of the powers are more situational than others. Sadly, it doesn't compete with the 3 top DKs (Jaina, Guldan, Rexxar). The card itself got a lot of flavor though. I just wish that this card would make Warrior much more powerful because he deserves it.
Randomly... but you can see next HP at the end of your turn...
Mimsy Were The Borogoves
The Battlecry is good long-term, but unexciting when first played. There aren't too many tricks for it, one off the top of my head is Harvest Golem (deathrattle spawns a mech which will have Rush). I'm not sure if this and Harvest Golem wind up in the same deck, though. Perhaps Mech Warrior looks kinda like a midrange Dragon Warrior used to and the Golem is good. Impossible to say, this far out.
All those hero powers seem good. Getting a single 1/1 Rush Doggo with the Houndmaster Shaw Monster Hunt was really good, and three is three times better. 7 armor is great value (even if sometimes you'd rather have direct damage). 3 damage is pretty solid. 1 damage to all enemies can clear boards, and activate Execute or add up along with some of Warrior's many whirlwind effects. Discover a Mech is more expensive if you're just rushing a mech in to die, but almost Deathstalker Rexxar Zombeast power. There's certainly a chance you don't have the exact hero power you want, but individually they're strong.
Moreover, the overall impact of the card seems fun to me. I know other folks might have different opinions, but I think it opens up avenues for clever gameplay. While you don't have control over which hero power you have, you do have control over what spells you cast from hand. Figuring out when to play what spells, how long you can hold out for the hero power you really want, is an interesting puzzle. Maybe this one turn you Slam and 3 damage something, to hold off on a better board to Brawl later. Those kinds of choices are meaningful in a gameplay. One of the worst things about most Hero Powers is they're always the same. It's really boring that control Locks spend their first few turns just using Life Tap, and have since Hearthstone began. This never gets boring, even if sometimes it doesn't get you what you need.
So this isn't a "slam it and win" card, but slow, long-run value if you're able to use it wisely. I'm glad they're printing it.
Well, it's a nice card for sure, but the random HP leaves me a bit disappointed. Still, will see play, but for sure is not even remotely close to the power level of Gul'dan, Jaina or Rexxar. Also, i would have at least add something to the battlecry effect. IDK, add a random mech to your hand, summon a copy of the last mech you played...
Reckless Flurry make this card playable
Difficult to judge this Hero Card untill we got all the mech revealed. Rush is very powerful if coupled with poison or lifesteal effects. The rotating hero power can be good or super good depending on scenario, I really don't see a drawback.
Good luck not dying while you wait for the armor hero power to appear.
Well to be fair, Gul'dan is 10 mana and Jaina is 9 mana. By the time you can play either one of those, You would have two or three turns with Dr. Boom.
Rexxar is an interesting argument. I will say that Rexxar's weakness is that you can't control what kind of beasts you create. There's been times when I used Rexxar and I get absolute garbage for a Zombeast, or the Zombeast is too expensive for me to use at the time. Dr. Boom's hero powers are all pretty useful and work with other warrior cards. Additionally, all mechs for the rest of the game are going to have Rush, which can be very strong over the course of the game if you have a mech-heavy deck. The main advantage Rexxar has over Dr.Boom is that he's 1 mana less, and does a nice AoE attack, but we haven't seen the rest of the mechs in this expansion, or even the Warrior legendary spell which is no doubt going to synergize with Boom.
Right, but take a look at DK Rexxar. It impacts the board AND has a long term game effect. This has no impact on the board. And your long term game effect cannot be planned for, just reacted to.
Also, Reckless Flurry and this hero is a 10 mana play. Uhm, nah, thats not much better than Shield Armor and Reckless for much less mana.
Basically, are the HP worth it and mechs having Rush? You have to take a turn off to gain any of the benefits of the Hero.
Hagatha affected the board. Jaina. Rexxar. Even the old Warrior DK did as it provided you with a weapon that was VERY good.
This will not keep you alive against a full board of minions and you will still die. So you can only play this when the board is clear or has little to no threatening minions.
Your deck has to be a Mech deck or this Hero does nothing.
If the Hero power was to always Discover a Mech, I would actually call this playable. That means the turn after you play this Hero, you always have a Rush minion to control the board without ever playing Mechs in your deck.
Turn 10 this card + reckless flurry likely clear most board state . Back to rank 20 mate.