Not on their facebook page but I will buy it for now.
Probably best in ramp, as 8 mana hitting the board and not doing anything is pretty lame. He is fat which is cool, and will help clear out like 50 things if you play him in druid to clear board and get the combo out.
Realistically, the cleave effect will almost never matter outside of Arena (where it'll have a good chance of wrecking face).
But hey, it survives Ragnaros damage and dodges Big Game Hunter. If it only had Shroud (cannot be targeted), it might actually see play in Druid and maybe some other new builds.
Too bad, but still an awesome concept. Hope there'll be more cleave minions.
Only at its best when you're really behind on the board and in that situation it's too slow IMO. Still fun, though. Might be cool to pick up in Arena, maybe. I think they could have made it deal its damage to all enemies at it wouldn't be OP.
not so sure about that. if you play it when your opponent has nothing it basically prevents them from playing something (especially multiple somethings) unless they can remove it directly.
Rollback Post to RevisionRollBack
"Sometimes you eat the bear, and sometimes the bear turns into a cat and eats you." - Anonymous Druid
Well the problem with Mekgineer Thermaplugg is not the effect but his mana cost, a lot of people already say this, but it could be a 7/5 for 7 mana and it would improve the card by 3 times his value.
What I see on this card, is potential for playing it on some combo decks, consider this, some of the new cards so far give certain clases new possible playstyles, Mech rogue has already been discussed, following that logic the idea of playing Foe Reaper 4000 and follow with conceal is not that far from coming to reality, after all is like playing Doomsayer + Conceal and then getting a 6/9 in the board (Minus the damage that he would take from hitting an enemy minion to trigger the combo)
Also you mentioned Ramp Druid and also Handlock came to my mind, while Ragnaros is overall better than him in a Handlock deck I can see some people runing him in place of Loathed, after all with all the taunt enablers that handlock runs a card with 9 health looks very juicy.
Finally I want to say that people needs to remember that the game is "supposed" to be balanced for both constructed and Arena.
Well we knew there would be more mediocre legendaries in GvG. At the very least he provides another solid summon option for Sneed's Old Shredder, but I can't see this card coming out of the binder.
The artwork is badass, and at first it might not look too bad, but when you compare it to ragnaros it's underwhelming. The fact that he's a mech is kind of redeeming, since you can summon it sooner and other stuff.
No, Betrayal doesn't make the minion attack, it just makes it deal damage. If you use Betrayal on Foe Reaper 4000, it would just deal 6 damage to the minions next to it. 6-0-6, just like any other minion.
With 9 health, this minion is quite difficult to take off the board without removal (which has probably been spent by turn 8 anyways), and at 6 attack he takes out almost every minion if you need to remove him with minions, so he'll usually clear the opponents board.
This guy will make for some interesting stories...
No, Betrayal doesn't make the minion attack, it just makes it deal damage. If you use Betrayal on Foe Reaper 4000, it would just deal 6 damage to the minions next to it. 6-0-6, just like any other minion.
I KNOW if you do betrayal on a Maexxna, it doesn't matter how much health the minions beside it have, they instantly die from it's poison ability. I don't see why this wouldn't activate it's splatter the same way Maexxna activates it's ability.
No, Betrayal doesn't make the minion attack, it just makes it deal damage. If you use Betrayal on Foe Reaper 4000, it would just deal 6 damage to the minions next to it. 6-0-6, just like any other minion.
I KNOW if you do betrayal on a Maexxna, it doesn't matter how much health the minions beside it have, they instantly die from it's poison ability. I don't see why this wouldn't activate it's splatter the same way Maexxna activates it's ability.
Because betrayal force a minion to "deal damage" not "to atack" adjacent minions. And Maexxna kills when she deal (any) damage, not on atacking - example is divine shield minon whom she atacks, but don't kill that minion in process, because she didn't apply any damage to that minion.
Foe Reaper's ability triggers on "atacking" not on "dealing damage", so it's not triggered with betrayal.
I think that this card is actually being quite underrated by this thread: Yes, he does not have an immediate effect, but Legendaries that do not have an immediate effect are still playable (Cairne Bloodhoof, for example) and perhaps even underrated (I've been trying Onyxia over Ragnaros the Firelord in my Control Warrior and it works well, improving some MUs and weakening some others). This card should fit excellently into strong Control Decks that plan to go late game because of the fact it can provide an extreme value: Up to a +2 compared to a normal creature, but usually something like a +1, repeatable. And just looking at matches in tournaments suggests this isn't exactly uncommon, especially with things like Priest, Shaman and decks that plunk down Sludge Belcher.
It has some nice little upsides in it: It dodges Big Game Hunter, unlike Ragnaros, and in fact it will survive even being sniped by a Rag due to 9 health. His health also fits a nice placei n ways like surviving an Alexstrasza, He allows you to crush things like stealthed Shade of Naxxramas if they play other minions, allows you to clear out low minions fast if you get him (Most relevant in Ramp Druid which allows it to get out sooner). Six attack is nice because it will destroy most things that are not large Legendaries, such as allowing him to kill a Cairne easily, and while he can be executed or whatnot "Dies to Doomblade" is true for most creatures, you miss a single 8 damage swing from Rag sure but it is less vulnerable and potentially actually +2s more.
He works well when you're ahead because he will crush resistance that you face, like Feral Spirits, developing the board with Sludge Belcher and something, and so on. He even can survive a base Molten Giant to swing at it and hit stuff around it for example, lessening the + they can get from it (They could Siphon your Foe Reaper, but that's a Siphon not used on your Ysera for example). When you're behind, he requires an immediate answer or he can AoE the board, which means trading in or using removal (And if they remove it, then Ragnaros or Ysera was probably not that useful anyway). And in a neutral game state, he is a big guy who hurts the opponent's ability to develope the field.
Of course, I am probably overrating him slightly in Constructed, but I feel this guy could really be a game changer in the proper slow Control Deck: I can think of a lot of times in Control Warrior I'd want him over other guys.
But in Arena, this guy will be pretty insane: 8 mana 6/9 isn't bad in Arena already, below curve some but not that much (War Golem is a 7 mana 7/7 as the standard, 8 mana is 8/8 Ironbark, growing Gruul, 8/8 Rag and 6/8 KT, so he is around average), but removal is generally not as good in Arena (IE less Shield Slams + Blocks, big Execute combos, etc), which means not being an immediate effect is less important, and it is very common for Arena matches to have sizable boards even going into the late game. So his effect will be able to go off very nicely, works well every time in the game and thus is a very nice Arena pick...too bad he is Legendary.
Least impressive Legendary we've seen so far imo.
Not on their facebook page but I will buy it for now.
Probably best in ramp, as 8 mana hitting the board and not doing anything is pretty lame. He is fat which is cool, and will help clear out like 50 things if you play him in druid to clear board and get the combo out.
I Designed A Card This Week
Quick! Someone post a picture of the artwork for this card and add "Do you even Harvest bro?!"
Another unimpressive legendary. So far no new "mandatory" legendaries have been introduced.
i think 6-6-12-6-6
This card is so bad. But so cool!
Realistically, the cleave effect will almost never matter outside of Arena (where it'll have a good chance of wrecking face).
But hey, it survives Ragnaros damage and dodges Big Game Hunter. If it only had Shroud (cannot be targeted), it might actually see play in Druid and maybe some other new builds.
Too bad, but still an awesome concept. Hope there'll be more cleave minions.
Defenitely in Priest / Shaman decks... Imagine, clear the board and heal this Leg Mother-Golem!
Be there, or be squared!
not so sure about that. if you play it when your opponent has nothing it basically prevents them from playing something (especially multiple somethings) unless they can remove it directly.
"Sometimes you eat the bear, and sometimes the bear turns into a cat and eats you." - Anonymous Druid
Well the problem with Mekgineer Thermaplugg is not the effect but his mana cost, a lot of people already say this, but it could be a 7/5 for 7 mana and it would improve the card by 3 times his value.
What I see on this card, is potential for playing it on some combo decks, consider this, some of the new cards so far give certain clases new possible playstyles, Mech rogue has already been discussed, following that logic the idea of playing Foe Reaper 4000 and follow with conceal is not that far from coming to reality, after all is like playing Doomsayer + Conceal and then getting a 6/9 in the board (Minus the damage that he would take from hitting an enemy minion to trigger the combo)
Other deck were I could see this card being played is in shaman being run instead of Al'Akir the Windlord in combination with Windfury or Windspeaker.
Also you mentioned Ramp Druid and also Handlock came to my mind, while Ragnaros is overall better than him in a Handlock deck I can see some people runing him in place of Loathed, after all with all the taunt enablers that handlock runs a card with 9 health looks very juicy.
Finally I want to say that people needs to remember that the game is "supposed" to be balanced for both constructed and Arena.
i like the stats on this guy. at 7 mana, he's gonna be rreally good. except he's 8 mana.
Well we knew there would be more mediocre legendaries in GvG. At the very least he provides another solid summon option for Sneed's Old Shredder, but I can't see this card coming out of the binder.
Anyone else think this might be fake??? Or rather hope it is? lol
The artwork is badass, and at first it might not look too bad, but when you compare it to ragnaros it's underwhelming. The fact that he's a mech is kind of redeeming, since you can summon it sooner and other stuff.
No, Betrayal doesn't make the minion attack, it just makes it deal damage. If you use Betrayal on Foe Reaper 4000, it would just deal 6 damage to the minions next to it. 6-0-6, just like any other minion.
Cool card, steep mana cost however. Should only be good in a mech deck
With 9 health, this minion is quite difficult to take off the board without removal (which has probably been spent by turn 8 anyways), and at 6 attack he takes out almost every minion if you need to remove him with minions, so he'll usually clear the opponents board.
This guy will make for some interesting stories...
I KNOW if you do betrayal on a Maexxna, it doesn't matter how much health the minions beside it have, they instantly die from it's poison ability. I don't see why this wouldn't activate it's splatter the same way Maexxna activates it's ability.
Because betrayal force a minion to "deal damage" not "to atack" adjacent minions. And Maexxna kills when she deal (any) damage, not on atacking - example is divine shield minon whom she atacks, but don't kill that minion in process, because she didn't apply any damage to that minion.
Foe Reaper's ability triggers on "atacking" not on "dealing damage", so it's not triggered with betrayal.
I think that this card is actually being quite underrated by this thread: Yes, he does not have an immediate effect, but Legendaries that do not have an immediate effect are still playable (Cairne Bloodhoof, for example) and perhaps even underrated (I've been trying Onyxia over Ragnaros the Firelord in my Control Warrior and it works well, improving some MUs and weakening some others). This card should fit excellently into strong Control Decks that plan to go late game because of the fact it can provide an extreme value: Up to a +2 compared to a normal creature, but usually something like a +1, repeatable. And just looking at matches in tournaments suggests this isn't exactly uncommon, especially with things like Priest, Shaman and decks that plunk down Sludge Belcher.
It has some nice little upsides in it: It dodges Big Game Hunter, unlike Ragnaros, and in fact it will survive even being sniped by a Rag due to 9 health. His health also fits a nice placei n ways like surviving an Alexstrasza, He allows you to crush things like stealthed Shade of Naxxramas if they play other minions, allows you to clear out low minions fast if you get him (Most relevant in Ramp Druid which allows it to get out sooner). Six attack is nice because it will destroy most things that are not large Legendaries, such as allowing him to kill a Cairne easily, and while he can be executed or whatnot "Dies to Doomblade" is true for most creatures, you miss a single 8 damage swing from Rag sure but it is less vulnerable and potentially actually +2s more.
He works well when you're ahead because he will crush resistance that you face, like Feral Spirits, developing the board with Sludge Belcher and something, and so on. He even can survive a base Molten Giant to swing at it and hit stuff around it for example, lessening the + they can get from it (They could Siphon your Foe Reaper, but that's a Siphon not used on your Ysera for example). When you're behind, he requires an immediate answer or he can AoE the board, which means trading in or using removal (And if they remove it, then Ragnaros or Ysera was probably not that useful anyway). And in a neutral game state, he is a big guy who hurts the opponent's ability to develope the field.
Of course, I am probably overrating him slightly in Constructed, but I feel this guy could really be a game changer in the proper slow Control Deck: I can think of a lot of times in Control Warrior I'd want him over other guys.
But in Arena, this guy will be pretty insane: 8 mana 6/9 isn't bad in Arena already, below curve some but not that much (War Golem is a 7 mana 7/7 as the standard, 8 mana is 8/8 Ironbark, growing Gruul, 8/8 Rag and 6/8 KT, so he is around average), but removal is generally not as good in Arena (IE less Shield Slams + Blocks, big Execute combos, etc), which means not being an immediate effect is less important, and it is very common for Arena matches to have sizable boards even going into the late game. So his effect will be able to go off very nicely, works well every time in the game and thus is a very nice Arena pick...too bad he is Legendary.
Op dont see that Maná cost bcuz is a mech and the Will have so many ways (others than we know now) to summon it