I believe that this card is probably the most problematic neutral classic card in the game. Why?
It has an effect similar to sylvanas, people play around it and almost destroy their whole boards trying to play around both of these cards. Sylvanas was moved to the hall of fame for a reason. Being lucky won you the game on the spot, and being unlucky could easily lose you the game. It’s the same with mind control deck. Your hadronox is gone? Good game. I stole your fire fly? I lose. Keep in mind sylvanas was also a deathrattle and mc tech does it’s job instantly, so you have to be constantly playing around him. Since you can have 2 rares in a deck, you have to pretty much always be playing around mc tech against decks that would use. If Sylvanas was moved to the hall of fame, why not this card?
Look at a lot of hated decks right now. Odd warrior, Shudderwock Shaman, maly druid, and cube hunter are all great candidates. These decks all use these cards because it helps them stall until they reach the late game, which these decks are some of the best in the game at. So basically, make a deck with a strong win condition but a weak early game, throw in mc tech, and boom. Now any game is winnable. Even the chance of your opponent having mc tech makes players not play 4 minions, which could cause them to lose the game. Many times a player will need to gain tempo because they are losing board, but then they are denied because of mc tech.
This card makes at least 1 player rage most of the time it is played, and it is a very common card to see, which will be in the classic set forever. Is this what blizzard wants? I doubt it.
Hopefully many people agree, as mct is one of the most unhealthy cards in the game I feel.
You just said that if your odds are of 100% defeat, you can't use a card to try to change it to 50%?
MCT is a good tool to use against decks that usually have more than 3 minions in play, simple as that, we need cards like that in Standard, just like we need Speelbreaker and Big Game Hunter. Sometimes the meta calls them, sometimes don't, simple as that, we need cards like this to keep some deck archetypes in check.
Sure, Blizzard's balance is not perfect, and that is exactly why we need tech cards/combo breaker cards in Standard.
You just said that if your odds are of 100% defeat, you can't use a card to try to change it to 50%?
MCT is a good tool to use against decks that usually have more than 3 minions in play, simple as that, we need cards like that in Standard, just like we need Speelbreaker and Big Game Hunter. Sometimes the meta calls them, sometimes don't, simple as that, we need cards like this to keep some deck archetypes in check.
Sure, Blizzard's balance is not perfect, and that is exactly why we need tech cards/combo breaker cards in Standard.
Just my POV.
The problem is that it is random and that luck decides game on the spot, and it feels bad for at least one of the players, sometimes both. If you want the game to be full of cards like that, sure.
You title this "the problem no one sees" yet at the end you say "Hopefully many people agree..."
You're clearly just looking for people to agree with you instead of promoting an actual discussion.
Yes, as no one seems to be talking about this issue, so I bring it up and hope that people realize and agree? I don’t see a problem there.
It's all good. Just seen too many upvote farming posts complaining about cards, so I'm jaded.
Yeah I see what you mean.. I’ve seen lots of “unpopular opinion” posts around forums. I just wanted to bring this up because I haven’t heard anyone talk about mc tech being bad for the game so I talked to my friend about it, and then I realized how badly the card is actually designed.
Since beta MC Tech has never consistently been in the metagame. The card has come into peaks of viability and back out based on the current meta. The card has always been a control mechanism for certain types of decks becoming too popular. The card comes at a cost and I have had games where it just had to be played out a generic 3/3 or sat stuck in my hand, which is typical of a tech card. I can understand the feeling of design space being limited by this card at 3 mana but I hardly see it as unbalanced.
You just said that if your odds are of 100% defeat, you can't use a card to try to change it to 50%?
MCT is a good tool to use against decks that usually have more than 3 minions in play, simple as that, we need cards like that in Standard, just like we need Speelbreaker and Big Game Hunter. Sometimes the meta calls them, sometimes don't, simple as that, we need cards like this to keep some deck archetypes in check.
Sure, Blizzard's balance is not perfect, and that is exactly why we need tech cards/combo breaker cards in Standard.
Just my POV.
The problem is that it is random and that luck decides game on the spot, and it feels bad for at least one of the players, sometimes both. If you want the game to be full of cards like that, sure.
You should change your thread to "I think the game is full of RNG cards" then. If the MCT RNG effect is the problem here, do you really think it would be better if the player could choose the card he is stealing? The thing is, a card that can be played against decks that usually have more than 3 cards in the field is something the game needs. It seems that RNG is your problem and that you don't like games that can be frustrating sometimes.
But Hearthstone is a game that you play against other players, with cards that you pick randomly from your deck each turn. It will have some frustrating things, but, that is normal for a game, sometimes you win, sometimes you lose, sometimes the RNG is good, sometimes it isn't.
Maybe if MCT didn't exist you would be creating a thread to discuss about why you can't counter play some decks/strats.
Personally I don't like the card, but I think it should be kept in the game as a tech against decks that like to go wide. It adds an element of skill to decks like Taunt Druid and Deathrattle Hunter that normally isn't there, which is definently welcome.
Its relatively easy to play around, and I don't think I've ever lost a game because I was too cautious against it. Just play smart, don't overcommit, and know the matchup.
I actually like the card. It's fun to play and interesting to play around. I don't think it is as strong as Sylvanas, because you could just plop Sylvanas down anytime and you will get value no matter how many minions your opponent had (unless Silenced, but then soaking a silence can be pretty good, it still has a solid body after draining a resource). You can play around MC Tech by either playing three minions or less, or by going wide with weak minions to make your high value minions less likely to get snatched. I play a lot of Maly druid and shudderwock shaman, and MC tech is so often a dead card that just gets dropped as a 3/3. The way I see it, if greedy insane value decks like cube hunter or taunt druid can do the insane plays they do, there should at least be a chance of a punish. MC Tech sees/saw so much less play than Sylvanas because of this, and they've both always been around.
It can win or lose games with rng but that is literally hearthstone. Lightning Storm, Gnomeferatu, Demonic Project, Spider Bomb, Hagatha, Dreampetal Florist, Wandering Monster, Animal Companion, The Lich King. I could keep going for a while on the amount of cards in standard that can cause game winning swings due to rng. A few minutes ago I lost a game I would have easily won because the control lock Gnomeferatu'd my Bloodreaver Gul'dan AND the Skull, and demonic project'd my cube. And that has 0 play around unlike MC Tech.
I do think in arena it might be a little too strong, but arena plays completely different.
I'm pretty sure anyone who plays Hearthstone more than their toilet break on a daily basis knows MCT is an annoying card that has been around for way too long. Not sure why people itt are so defensive about it honestly. It's one of the worst offenders when it comes to rng game state swings. I mean realistically, it's a three mana mind control with the tempo of a three mana body. It's often insane value alone and when it's paired with a card like Spreading Plague, it's one of the most disgusting cards in the game. It should be a priest class card. There is no excuse for it's existence to remain unrivaled and always be the go to answer in metas that go wide.
Why is this community so behind the idea of MCT needing to exist as tech for wide boards forever, but we don't even have any standard neutral hand disruption. I'm not allowed to interact with my opponents greedy Malygos deck while playing deathrattle pally, but thank god he's allowed to punish me for establishing a board while he spends his turns advancing his plan, drawing and gaining armor.
You guys are idiots.
There is no good excuse for MCT remaining untouched or in standard forever, much like every other "evergreen" card. Eventually Blizzard is going to have to rotate all this crap, less they keep bleeding players. Adding new cards can only do so much when over 40% of the meta are cards that have been in standard since beta.
You just said that if your odds are of 100% defeat, you can't use a card to try to change it to 50%?
MCT is a good tool to use against decks that usually have more than 3 minions in play, simple as that, we need cards like that in Standard, just like we need Speelbreaker and Big Game Hunter. Sometimes the meta calls them, sometimes don't, simple as that, we need cards like this to keep some deck archetypes in check.
Sure, Blizzard's balance is not perfect, and that is exactly why we need tech cards/combo breaker cards in Standard.
Just my POV.
The problem is that it is random and that luck decides game on the spot, and it feels bad for at least one of the players, sometimes both. If you want the game to be full of cards like that, sure.
Well MC tech is a tech card against aggro decks, which usually have minions with similar power level in play. The actual minion that MC tech steals is usually not relevant. Arguably the best aggro decks right now are Odd Paladin and Odd rogue. Odd rogue really doesn't need to play more than 3 minions, and Odd paladin almost never has big cards outside of stonehill discovers and creeper.
If your deck isn't aggro you can afford to not play 4 minions. That's what makes Sylvanas a better card.
Now in arena MC tech can be dumb as hell I agree with that.
If you're a bad player then yes, you will put a 4th minion on the board as even lock and get punished for it. And you deserve that.
So yah I don't really know what type of deck MCT is trying to punish with the randomness associated with it. I guess deathrattle decks? But those are super greedy anyhow and I think those kind of deserve a counter. You can still avoid overextending with those if you play your cards smartly.
The card is a huge problem in arena. Maybe not so much in standard/constructed, but I have to agree it can be situationally over-the-top powerful. Tuning it to 4-mana or some other change might be warranted because the card feels incredibly bad to lose to and sometimes having 4 minions is out of your control.
Ok bro sorry to tell you this but mc tech isnt a problem, sylvanas was an issue cause for one case you can easily manipulate your odds by clearing the board and stealing whats left (sylvanas shadowflame). of course i dont think the mechanic was wrong and i thought it was fine but it would start being used in res priest and then forecoming nzoth decks for the long run. mc tech can be easily played around, you play three of your strongest minions and if you want to play more minions, you play more then one weak minion so you lower the odds of your opponent to get your stronger minions, but if they do so, then initially you still have a board with more minions and 2 other stronger minions. same with spreading plague. you wouldnt want to fill your board unless you have mossy in hand. mc tech and spreading plague are both cards necessary since they fulfill the requirement of tech card, meaning the opponent has to think and separates the players from around rank 5 to top legend at the end of the season. cards like these make hearthstone differentiate from other card games and help players to actually think and what to play around. "nerfing" mctech (even though its not a problem) would just make this meta worst then it is, making noob players just get comfortable filling boards and then they dont learn anything, i want noob players to join hearthstone, to start learning and see how great of a game it is, but i also want it to see at its fullest potential, when my older brother started playing he didnt know about rin and was surpised when the opponent played azari. same goes with spreading and mc tech, they need to learn about the cool, wacky ,and sometimes stupid mechanics of this game, mc tech is the perfect definition of these criteria. if a noob player loves this game and decided to play it competitively, they need to play around mechanics like these that help them become proficient at the game.
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I believe that this card is probably the most problematic neutral classic card in the game. Why?
It has an effect similar to sylvanas, people play around it and almost destroy their whole boards trying to play around both of these cards. Sylvanas was moved to the hall of fame for a reason. Being lucky won you the game on the spot, and being unlucky could easily lose you the game. It’s the same with mind control deck. Your hadronox is gone? Good game. I stole your fire fly? I lose. Keep in mind sylvanas was also a deathrattle and mc tech does it’s job instantly, so you have to be constantly playing around him. Since you can have 2 rares in a deck, you have to pretty much always be playing around mc tech against decks that would use. If Sylvanas was moved to the hall of fame, why not this card?
Look at a lot of hated decks right now. Odd warrior, Shudderwock Shaman, maly druid, and cube hunter are all great candidates. These decks all use these cards because it helps them stall until they reach the late game, which these decks are some of the best in the game at. So basically, make a deck with a strong win condition but a weak early game, throw in mc tech, and boom. Now any game is winnable. Even the chance of your opponent having mc tech makes players not play 4 minions, which could cause them to lose the game. Many times a player will need to gain tempo because they are losing board, but then they are denied because of mc tech.
This card makes at least 1 player rage most of the time it is played, and it is a very common card to see, which will be in the classic set forever. Is this what blizzard wants? I doubt it.
Hopefully many people agree, as mct is one of the most unhealthy cards in the game I feel.
You title this "the problem no one sees" yet at the end you say "Hopefully many people agree..."
You're clearly just looking for people to agree with you instead of promoting an actual discussion.
You just said that if your odds are of 100% defeat, you can't use a card to try to change it to 50%?
MCT is a good tool to use against decks that usually have more than 3 minions in play, simple as that, we need cards like that in Standard, just like we need Speelbreaker and Big Game Hunter. Sometimes the meta calls them, sometimes don't, simple as that, we need cards like this to keep some deck archetypes in check.
Sure, Blizzard's balance is not perfect, and that is exactly why we need tech cards/combo breaker cards in Standard.
Just my POV.
Yes, as no one seems to be talking about this issue, so I bring it up and hope that people realize and agree? I don’t see a problem there.
The problem is that it is random and that luck decides game on the spot, and it feels bad for at least one of the players, sometimes both. If you want the game to be full of cards like that, sure.
It's all good. Just seen too many upvote farming posts complaining about cards, so I'm jaded.
Ah, a famous "i lost some games to X card, HOF IT!!!" thread....
How cute.
Which one will be next?
Leeroy, Edwin, Eviscerate, SI7 agent, Shadowstep?
Just some cards i lost to last week, HOF EM ALL!!!
Yeah I see what you mean.. I’ve seen lots of “unpopular opinion” posts around forums. I just wanted to bring this up because I haven’t heard anyone talk about mc tech being bad for the game so I talked to my friend about it, and then I realized how badly the card is actually designed.
I gave many valid points in my argument and you blindly assume that it’s salt. Good job man.
Since beta MC Tech has never consistently been in the metagame. The card has come into peaks of viability and back out based on the current meta. The card has always been a control mechanism for certain types of decks becoming too popular. The card comes at a cost and I have had games where it just had to be played out a generic 3/3 or sat stuck in my hand, which is typical of a tech card. I can understand the feeling of design space being limited by this card at 3 mana but I hardly see it as unbalanced.
You should change your thread to "I think the game is full of RNG cards" then. If the MCT RNG effect is the problem here, do you really think it would be better if the player could choose the card he is stealing? The thing is, a card that can be played against decks that usually have more than 3 cards in the field is something the game needs. It seems that RNG is your problem and that you don't like games that can be frustrating sometimes.
But Hearthstone is a game that you play against other players, with cards that you pick randomly from your deck each turn. It will have some frustrating things, but, that is normal for a game, sometimes you win, sometimes you lose, sometimes the RNG is good, sometimes it isn't.
Maybe if MCT didn't exist you would be creating a thread to discuss about why you can't counter play some decks/strats.
Personally I don't like the card, but I think it should be kept in the game as a tech against decks that like to go wide. It adds an element of skill to decks like Taunt Druid and Deathrattle Hunter that normally isn't there, which is definently welcome.
Its relatively easy to play around, and I don't think I've ever lost a game because I was too cautious against it. Just play smart, don't overcommit, and know the matchup.
Unpopular opinion: Rogue is OP
I actually like the card. It's fun to play and interesting to play around. I don't think it is as strong as Sylvanas, because you could just plop Sylvanas down anytime and you will get value no matter how many minions your opponent had (unless Silenced, but then soaking a silence can be pretty good, it still has a solid body after draining a resource). You can play around MC Tech by either playing three minions or less, or by going wide with weak minions to make your high value minions less likely to get snatched. I play a lot of Maly druid and shudderwock shaman, and MC tech is so often a dead card that just gets dropped as a 3/3. The way I see it, if greedy insane value decks like cube hunter or taunt druid can do the insane plays they do, there should at least be a chance of a punish. MC Tech sees/saw so much less play than Sylvanas because of this, and they've both always been around.
It can win or lose games with rng but that is literally hearthstone. Lightning Storm, Gnomeferatu, Demonic Project, Spider Bomb, Hagatha, Dreampetal Florist, Wandering Monster, Animal Companion, The Lich King. I could keep going for a while on the amount of cards in standard that can cause game winning swings due to rng. A few minutes ago I lost a game I would have easily won because the control lock Gnomeferatu'd my Bloodreaver Gul'dan AND the Skull, and demonic project'd my cube. And that has 0 play around unlike MC Tech.
I do think in arena it might be a little too strong, but arena plays completely different.
I'm pretty sure anyone who plays Hearthstone more than their toilet break on a daily basis knows MCT is an annoying card that has been around for way too long. Not sure why people itt are so defensive about it honestly. It's one of the worst offenders when it comes to rng game state swings. I mean realistically, it's a three mana mind control with the tempo of a three mana body. It's often insane value alone and when it's paired with a card like Spreading Plague, it's one of the most disgusting cards in the game. It should be a priest class card. There is no excuse for it's existence to remain unrivaled and always be the go to answer in metas that go wide.
Why is this community so behind the idea of MCT needing to exist as tech for wide boards forever, but we don't even have any standard neutral hand disruption. I'm not allowed to interact with my opponents greedy Malygos deck while playing deathrattle pally, but thank god he's allowed to punish me for establishing a board while he spends his turns advancing his plan, drawing and gaining armor.
You guys are idiots.
There is no good excuse for MCT remaining untouched or in standard forever, much like every other "evergreen" card. Eventually Blizzard is going to have to rotate all this crap, less they keep bleeding players. Adding new cards can only do so much when over 40% of the meta are cards that have been in standard since beta.
Well MC tech is a tech card against aggro decks, which usually have minions with similar power level in play. The actual minion that MC tech steals is usually not relevant. Arguably the best aggro decks right now are Odd Paladin and Odd rogue. Odd rogue really doesn't need to play more than 3 minions, and Odd paladin almost never has big cards outside of stonehill discovers and creeper.
If your deck isn't aggro you can afford to not play 4 minions. That's what makes Sylvanas a better card.
Now in arena MC tech can be dumb as hell I agree with that.
If you're a bad player then yes, you will put a 4th minion on the board as even lock and get punished for it. And you deserve that.
So yah I don't really know what type of deck MCT is trying to punish with the randomness associated with it. I guess deathrattle decks? But those are super greedy anyhow and I think those kind of deserve a counter. You can still avoid overextending with those if you play your cards smartly.
Another bullshit whine thread.
EU 11/2015+ , f2p 03/2021+: DK 63 / DH 205 /Dr 277 / Hu 733 / Ma 6666 / Pa 1072 / Pr 1165 / Ro 1791 / Sh 1303 / Wl 707 / Wr 664
Fair card. Zero problems.
I stopped reading the OP when the writer indicated they had no clue as to why Sylvanas was moved to the HOF.
I think it’s really dangerous to have clueless people suggest balance changes.
The card is a huge problem in arena. Maybe not so much in standard/constructed, but I have to agree it can be situationally over-the-top powerful. Tuning it to 4-mana or some other change might be warranted because the card feels incredibly bad to lose to and sometimes having 4 minions is out of your control.
Ok bro sorry to tell you this but mc tech isnt a problem, sylvanas was an issue cause for one case you can easily manipulate your odds by clearing the board and stealing whats left (sylvanas shadowflame). of course i dont think the mechanic was wrong and i thought it was fine but it would start being used in res priest and then forecoming nzoth decks for the long run. mc tech can be easily played around, you play three of your strongest minions and if you want to play more minions, you play more then one weak minion so you lower the odds of your opponent to get your stronger minions, but if they do so, then initially you still have a board with more minions and 2 other stronger minions. same with spreading plague. you wouldnt want to fill your board unless you have mossy in hand. mc tech and spreading plague are both cards necessary since they fulfill the requirement of tech card, meaning the opponent has to think and separates the players from around rank 5 to top legend at the end of the season. cards like these make hearthstone differentiate from other card games and help players to actually think and what to play around. "nerfing" mctech (even though its not a problem) would just make this meta worst then it is, making noob players just get comfortable filling boards and then they dont learn anything, i want noob players to join hearthstone, to start learning and see how great of a game it is, but i also want it to see at its fullest potential, when my older brother started playing he didnt know about rin and was surpised when the opponent played azari. same goes with spreading and mc tech, they need to learn about the cool, wacky ,and sometimes stupid mechanics of this game, mc tech is the perfect definition of these criteria. if a noob player loves this game and decided to play it competitively, they need to play around mechanics like these that help them become proficient at the game.