He has low attack... Belcher alone almost wipes him. This is a huge risk that is very easily countered. I think we'll have to see all the mech cards before deciding this value. The up side is that when it comes up you have your full turns mana to clear his way or charge him up.
You forgot Brawl and Equality combos (and double AOE like 2x Consecration or Lightning Storm, but that's really hard to draw into) as counters. A turn 8 2x Annoy-o-Tron + Mimiron's Head + Conceal you would be a strong win condition, but Warrior/Paladin match ups would be really bad.
Your right I totally did forget about Brawl. There earlier in the game it is the less likely your opponent will be able to counter it but less likely you will actually be able to pull off the combo, so there is still balance to this card. Also to point out that this card does have potential to be a critical game ending card like Leeroy Jenkins was in previous Miracle Rouge decks, however it does give your opponent a turn to try to counter it where Leeroy didn't.
It will just suck to be on the other end with full health knowing your going to lose next turn and there isn't anything you can do about it.
If you have more than the 3 required mechs on board, how will Mimiron's Head choose which to destroy?
Actually, looking back at the text, will it just destroy all friendly mechs even if you have more than 3?
Going by the general Hearthstone trend, I would assume it would destroy Mimiron and the 2 mechs played first.
No, all the mechs you have, even if you have seven. This is what the text sais.
Based off wording alone it could be interpreted that a situation where there is more than 3 mechs in play that all of them would be destroyed in the process. It could also be interpreted in away that only the 3 mechs are destroyed, but in that interpretation it could also mean that Mimiron's Head is not one of the mechs that is destroyed.
Unlike other TCG games Hearthstone is digital only and all the rules are controlled by a computer so Blizzard can take liberties with some more complicated rules. Further testing will be required with some cards to determine what exactly will happen. Regardless of how many mechs are lost in the process if you're able to summon V-07-TR-0N it will be hard to lose at that point.
While it certainly can happen that a Belcher blocks Voltron, keep in mind that your opponent has his entire turn to deal with your taunt and buff Voltron. If you're running Voltron, you're likely to have these sorts of answers.
So all you need to have in your hand is 3 mechs, the head, and a taunt or two that you can't lose. And something to boost Voltron after or deal damage enough before for him to finish you.
That's really nice of your opponent to let you do all of that.
Or Mechwarper: 2 mana+ 1 mana + 3 mana +1 mana conceal = turn 7 V07
You insta-lose against literally all AOE that way (Swipe, Consecration, Lightning Storm, Holy Nova, etc), whereas it's very hard for most classes to remove Annoy-o-Trons or Mimiron's Head when they're Stealthed. Miracle Rogue is built around cycling through a ton of low impact trash for a few card combo win condition, so you'd better be damn sure that win condition actually wins you the game.
If this does happen you would have done 16+ damage to your opponent. V-07-TR-0N does have haste so it is able to attack the same turn Cabal Shadow Priest is played. However the Shrinkmeister will still be in effect giving your opponent a minimal amount of 8 damage. It also leaves you able to find a way to deal with it before it goes back to full damage.
The question is, what is the correct play against a board that is set up for Voltron next turn?
Say your opponent sets up 3 mechs including Head, and it is your turn and you have a removal. Do you kill off the Head right there? Or wait for Head's ability to wipe board for you and take 16 damage from Voltron, then kill off Voltron the next turn?
The question is, what is the correct play against a board that is set up for Voltron next turn?
Say your opponent sets up 3 mechs including Head, and it is your turn and you have a removal. Do you kill off the Head right there? Or wait for Head's ability to wipe board for you and take 16 damage from Voltron, then kill off Voltron the next turn?
You kill the head because you will likely die if you let voltron come in.
Unless you're Handlock you have no reason to want to take 16 damage, as far as I know.
You just don't want to give your opponent mega windfury. 16 damage is a lot, but it's even more damage if they buff him, and a deck running the head will probably have some buffs.
The question is, what is the correct play against a board that is set up for Voltron next turn?
Say your opponent sets up 3 mechs including Head, and it is your turn and you have a removal. Do you kill off the Head right there? Or wait for Head's ability to wipe board for you and take 16 damage from Voltron, then kill off Voltron the next turn?
Vaporize ftw.
The Voltron decks I've seen so far have no charger except Voltron himself. ;)
Freezing Trap might be nice, but if possible I'd rather prevent Voltron completely than to send him into your opponent's hand for 10 Mana.
If Voltron was 9 Mana standard-cost then Freezing-Trap -> Trollface. (Note that the Coin won't give you an 11th manapoint if you already have 10, it will do nothing instead.)
Of course the exact choices are subject to change. Maybe its worth cycling in Loatheb, maybe the Annoy-o-tron is too weak to justify even with its stickiness, maybe you need more silences in the deck.
But the basic idea would be that about half your deck is mech, their average cost is about 2.5 mana. Mechwarper makes them cheaper to play. Annoy-o-tron, harvest golem and Defender of Argus allow you to make them stick. Cards like undertaker and nerubian egg draw silences and removal before the combo. The main point though, is that this deck is still just a solid zoo even if you don't pull off the combo, it is just an element that makes you win if you're ahead before heavy control enemies can overwhelm you with their late game.
you can run it in an aggro styled mech deck that puts up so many mechs that a few are bound to stick on the board and this combo has a small chance to happen but its not the main force of the deck.
or you could run it in a very traditional miracle deck. with mimirons head, 2 target dummies conceal on turn 6 then follow up with cold blood for an OTK. including similar cards and draw engines, treating mimirons head as a pseuto leeroy like the old decks.
I have been trying to build around this card in a miracle deck but I have had limited success. I just switched to using Free Gold's version but haven't ran enough games to check its consistency. He runs questing's in his but I have not seen him stream this deck so I do not know if he was using them for pressure or removal bait. If anyone has found a way to work this in it would be awesome to see the deck.
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Why is no one commenting on the Voltron reference?
Am I the only one here old enough to know Voltron? lol
Bad players whine.
Good players adapt.
He has low attack... Belcher alone almost wipes him. This is a huge risk that is very easily countered. I think we'll have to see all the mech cards before deciding this value. The up side is that when it comes up you have your full turns mana to clear his way or charge him up.
I really want Pirates to be a playable theme.
I want to see the animation for V-07-TR-0N being formed.
Your right I totally did forget about Brawl. There earlier in the game it is the less likely your opponent will be able to counter it but less likely you will actually be able to pull off the combo, so there is still balance to this card. Also to point out that this card does have potential to be a critical game ending card like Leeroy Jenkins was in previous Miracle Rouge decks, however it does give your opponent a turn to try to counter it where Leeroy didn't.
It will just suck to be on the other end with full health knowing your going to lose next turn and there isn't anything you can do about it.
Card Design Competition #31
Based off wording alone it could be interpreted that a situation where there is more than 3 mechs in play that all of them would be destroyed in the process. It could also be interpreted in away that only the 3 mechs are destroyed, but in that interpretation it could also mean that Mimiron's Head is not one of the mechs that is destroyed.
Unlike other TCG games Hearthstone is digital only and all the rules are controlled by a computer so Blizzard can take liberties with some more complicated rules. Further testing will be required with some cards to determine what exactly will happen. Regardless of how many mechs are lost in the process if you're able to summon V-07-TR-0N it will be hard to lose at that point.
Card Design Competition #31
What following turn?
Twitch: CrusherHS, Youtube Channel: Hearthstone Crusher
Season 2, 12: Divine Tempo Paladin (Peak NA Legend Rank: 48, 80)
Season 3: Ancestral Control Shaman (Peak NA Legend Rank: 777)
Season 6: Handmage (Peak NA Legend Rank: 301)
Season 7: Deathrattle Aggro Paladin (Peak NA Legend Rank: 135)
Season 10: Deathrattle Tempo Druid (Peak NA Legend Rank: 335)
Season 15: Inner Fire Combo Priest (Peak NA Legend Rank: 1315)
Season 22: Silent Hybrid Druid (Peak NA Legend Rank: 138)
and more...
While it certainly can happen that a Belcher blocks Voltron, keep in mind that your opponent has his entire turn to deal with your taunt and buff Voltron. If you're running Voltron, you're likely to have these sorts of answers.
Twitch: CrusherHS, Youtube Channel: Hearthstone Crusher
Season 2, 12: Divine Tempo Paladin (Peak NA Legend Rank: 48, 80)
Season 3: Ancestral Control Shaman (Peak NA Legend Rank: 777)
Season 6: Handmage (Peak NA Legend Rank: 301)
Season 7: Deathrattle Aggro Paladin (Peak NA Legend Rank: 135)
Season 10: Deathrattle Tempo Druid (Peak NA Legend Rank: 335)
Season 15: Inner Fire Combo Priest (Peak NA Legend Rank: 1315)
Season 22: Silent Hybrid Druid (Peak NA Legend Rank: 138)
and more...
So all you need to have in your hand is 3 mechs, the head, and a taunt or two that you can't lose. And something to boost Voltron after or deal damage enough before for him to finish you.
That's really nice of your opponent to let you do all of that.
I really want Pirates to be a playable theme.
Especially when you Crazed Alchemist/Reversing Switch that thing.
Give us a Gnome Hero plea-*shot*
You insta-lose against literally all AOE that way (Swipe, Consecration, Lightning Storm, Holy Nova, etc), whereas it's very hard for most classes to remove Annoy-o-Trons or Mimiron's Head when they're Stealthed. Miracle Rogue is built around cycling through a ton of low impact trash for a few card combo win condition, so you'd better be damn sure that win condition actually wins you the game.
If this does happen you would have done 16+ damage to your opponent. V-07-TR-0N does have haste so it is able to attack the same turn Cabal Shadow Priest is played. However the Shrinkmeister will still be in effect giving your opponent a minimal amount of 8 damage. It also leaves you able to find a way to deal with it before it goes back to full damage.
Card Design Competition #31
The question is, what is the correct play against a board that is set up for Voltron next turn?
Say your opponent sets up 3 mechs including Head, and it is your turn and you have a removal. Do you kill off the Head right there? Or wait for Head's ability to wipe board for you and take 16 damage from Voltron, then kill off Voltron the next turn?
"Put your face in the light!" - Tirion Fordring
Unless you're Handlock you have no reason to want to take 16 damage, as far as I know.
You kill the head because you will likely die if you let voltron come in.
You just don't want to give your opponent mega windfury. 16 damage is a lot, but it's even more damage if they buff him, and a deck running the head will probably have some buffs.
Mimiron's Head in a Pally deck =P
Surely The Black Knight is more powerful than Gandalf...
Vaporize ftw.
The Voltron decks I've seen so far have no charger except Voltron himself. ;)
Freezing Trap might be nice, but if possible I'd rather prevent Voltron completely than to send him into your opponent's hand for 10 Mana.
If Voltron was 9 Mana standard-cost then Freezing-Trap -> Trollface. (Note that the Coin won't give you an 11th manapoint if you already have 10, it will do nothing instead.)
Although it was mentioned, I've not actually seen anyway explain what they mean by 'Mimiron mech zoo' I was thinking of something like this:
But the basic idea would be that about half your deck is mech, their average cost is about 2.5 mana. Mechwarper makes them cheaper to play. Annoy-o-tron, harvest golem and Defender of Argus allow you to make them stick. Cards like undertaker and nerubian egg draw silences and removal before the combo. The main point though, is that this deck is still just a solid zoo even if you don't pull off the combo, it is just an element that makes you win if you're ahead before heavy control enemies can overwhelm you with their late game.
I'm pretty sure its only collectable legendaries.
Also, here is my version that is really outside the box for Paladin Mech.
i think theres a few ways you can go about this.
you can run it in an aggro styled mech deck that puts up so many mechs that a few are bound to stick on the board and this combo has a small chance to happen but its not the main force of the deck.
or you could run it in a very traditional miracle deck. with mimirons head, 2 target dummies conceal on turn 6 then follow up with cold blood for an OTK. including similar cards and draw engines, treating mimirons head as a pseuto leeroy like the old decks.
I have been trying to build around this card in a miracle deck but I have had limited success. I just switched to using Free Gold's version but haven't ran enough games to check its consistency. He runs questing's in his but I have not seen him stream this deck so I do not know if he was using them for pressure or removal bait. If anyone has found a way to work this in it would be awesome to see the deck.