So in the rise of shadows card reveals people said lazul was a good card and would be played lots (wrong)
people also said Heistbaron togwaggle would be the dominant legendary everyone played (wrong)
also oblivitron was rubbish and wouldn’t be played (wrong)
i could keep going really. Turns out this community is terrible at foreseeing how cards play in the future. My guess is this will just be a good card and maybe I’m just seeing salty rogue players
A) Actually, if you look at ratings, the community was not that bad in the last couple of expansion.
B) That has absolutely nothing to do with this card.
C) I have never seen a 5 mana OTK with 2 cards and very little setup. That is at least worth talking about in a world where mechathun combos often work and apm priest was a thing fpr priest requiring 7 cards.
So in the rise of shadows card reveals people said lazul was a good card and would be played lots (wrong)
people also said Heistbaron togwaggle would be the dominant legendary everyone played (wrong)
also oblivitron was rubbish and wouldn’t be played (wrong)
i could keep going really. Turns out this community is terrible at foreseeing how cards play in the future. My guess is this will just be a good card and maybe I’m just seeing salty rogue players
A) Actually, if you look at ratings, the community was not that bad in the last couple of expansion.
B) That has absolutely nothing to do with this card.
C) I have never seen a 5 mana OTK with 2 cards and very little setup. That is at least worth talking about in a world where mechathun combos often work and apm priest was a thing fpr priest requiring 7 cards.
I m fine with ttk combo for priest, but i don t like this card coz of dr. Boom discover a mech, another broken shit for him, it s 3 mana deal 5 and has echo, that s mean, you can use it 2 times in the same turn. Another card that s scream - nerf dr. Boom hero coz of his passive and infinite value hero power
I'm not sure how the new combo is more consistent than Divine Spirit + Inner Fire/Topsy Turvy + Something Healthy. The Divine Fire combos typically run six copies of Something Healthy and four copies of Topsy+Fire, while the new Mech combo runs only two Experimenters and a single Snip. For the most part, Divine Fire decks haven't been close to competitive over the past five years - Topsy Turvy helped out recently, but the combo struggles to be Tier 3. I'm not sure how Snip Priest is meant to be any better - you'll draw all three pieces of the combo by turn five about one game in nine. Since Snip is Legendary, you'll typically have to draw about half your deck to get to him - in which case, why not simply play a combo that has more redundant pieces in the first place . . .
I'm not sure how the new combo is more consistent than Divine Spirit + Inner Fire/Topsy Turvy + Something Healthy. The Divine Fire combos typically run six copies of Something Healthy and four copies of Topsy+Fire, while the new Mech combo runs only two Experimenters and a single Snip. For the most part, Divine Fire decks haven't been close to competitive over the past five years - Topsy Turvy helped out recently, but the combo struggles to be Tier 3. I'm not sure how Snip Priest is meant to be any better - you'll draw all three pieces of the combo by turn five about one game in nine. Since Snip is Legendary, you'll typically have to draw about half your deck to get to him - in which case, why not simply play a combo that has more redundant pieces in the first place . . .
Man, there is a lot in your post, which I dont agree with. Drawing 2 cards instead of 3 (two of which are the same) makes a huge difference. Having the option to use it on a stealth makes thread removal way harder. Dead ringer, reliably draws snip, threefolding the odds. Also, otk priest was consistently tier 2, when shadow visions was available to find the missing links. Also, this is just 3 cards! One of which is good on it's own. The rest of the deck can be constructed however you like.
Not sure, if this is tier one. But it is the easiest kill combo I have seen in HS. Snip should've been 4 mana, maybe 3/3 and everything would be ok.
e: 'far as it's impact for Mech Hunter, it only means swapping out something like one Piloted Shredder or one Faithful Lumi. Nothing really game-changing.
With 2 dead ringers, drawing both reckless and snip snap becomes a lot more consistent than you might think, and with explodinator and coppertail available, it's not that hard to get a mech to stick. Throw in some aggro and board control cards, and it'll be even more likely that a mech sticks around for turn 5.
So in the rise of shadows card reveals people said lazul was a good card and would be played lots (wrong)
people also said Heistbaron togwaggle would be the dominant legendary everyone played (wrong)
also oblivitron was rubbish and wouldn’t be played (wrong)
i could keep going really. Turns out this community is terrible at foreseeing how cards play in the future. My guess is this will just be a good card and maybe I’m just seeing salty rogue players
If you dont see why a turn 5 otk is dangerous(that requires very little setup[a freaking goblin bomb does the trick]), you either havent been playing this game for long, or you are very bad at it.
So in the rise of shadows card reveals people said lazul was a good card and would be played lots (wrong)
people also said Heistbaron togwaggle would be the dominant legendary everyone played (wrong)
also oblivitron was rubbish and wouldn’t be played (wrong)
i could keep going really. Turns out this community is terrible at foreseeing how cards play in the future. My guess is this will just be a good card and maybe I’m just seeing salty rogue players
If you dont see why a turn 5 otk is dangerous(that requires very little setup[a freaking goblin bomb does the trick]), you either havent played this game for long, or you are very bad at it.
You can otk with any class using mech warpers and faceless manipulator
Are you guys sure it costs 0 with Reckless if you use it as a magnetic buff? Magnetized minions work like spells, and Reckless specifically says minion.
I still don't get the point with the OTK. The text of Reckless Experimenter says ".... but die at the end of the turn." How is here the OTK possible, when SN1P SN4P will die and has no rush?
So in the rise of shadows card reveals people said lazul was a good card and would be played lots (wrong)
people also said Heistbaron togwaggle would be the dominant legendary everyone played (wrong)
also oblivitron was rubbish and wouldn’t be played (wrong)
i could keep going really. Turns out this community is terrible at foreseeing how cards play in the future. My guess is this will just be a good card and maybe I’m just seeing salty rogue players
If you dont see why a turn 5 otk is dangerous(that requires very little setup[a freaking goblin bomb does the trick]), you either havent played this game for long, or you are very bad at it.
You can otk with any class using mech warpers and faceless manipulator
In Wild thats fine imo. Especially that it is a T8 4 card combo+(mech on board/no enemy taunt) if I count it correctly.
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It's only broken with reckless experimenter. That needs to not let card's go below 1 mana, and it would be fine.
A) Actually, if you look at ratings, the community was not that bad in the last couple of expansion.
B) That has absolutely nothing to do with this card.
C) I have never seen a 5 mana OTK with 2 cards and very little setup. That is at least worth talking about in a world where mechathun combos often work and apm priest was a thing fpr priest requiring 7 cards.
Occasionally gives helpful advice.
The OTK is broken. This card is balenced fine.
I m fine with ttk combo for priest, but i don t like this card coz of dr. Boom discover a mech, another broken shit for him, it s 3 mana deal 5 and has echo, that s mean, you can use it 2 times in the same turn. Another card that s scream - nerf dr. Boom hero coz of his passive and infinite value hero power
I'm not sure how the new combo is more consistent than Divine Spirit + Inner Fire/Topsy Turvy + Something Healthy. The Divine Fire combos typically run six copies of Something Healthy and four copies of Topsy+Fire, while the new Mech combo runs only two Experimenters and a single Snip. For the most part, Divine Fire decks haven't been close to competitive over the past five years - Topsy Turvy helped out recently, but the combo struggles to be Tier 3. I'm not sure how Snip Priest is meant to be any better - you'll draw all three pieces of the combo by turn five about one game in nine. Since Snip is Legendary, you'll typically have to draw about half your deck to get to him - in which case, why not simply play a combo that has more redundant pieces in the first place . . .
Man, there is a lot in your post, which I dont agree with. Drawing 2 cards instead of 3 (two of which are the same) makes a huge difference. Having the option to use it on a stealth makes thread removal way harder. Dead ringer, reliably draws snip, threefolding the odds. Also, otk priest was consistently tier 2, when shadow visions was available to find the missing links. Also, this is just 3 cards! One of which is good on it's own. The rest of the deck can be constructed however you like.
Not sure, if this is tier one. But it is the easiest kill combo I have seen in HS. Snip should've been 4 mana, maybe 3/3 and everything would be ok.
Occasionally gives helpful advice.
No more power creep than comparing Booty Bay Bodyguard to Evil Heckler.
e: 'far as it's impact for Mech Hunter, it only means swapping out something like one Piloted Shredder or one Faithful Lumi. Nothing really game-changing.
nIcE bYe
This card is OP as **** you can play 3 mech warpers and easily OTK your opponent with any class lul
Between the card text and the name, I assumed it was a joke at first. But then, I thought Vargoth was too OP to be real, too...
With 2 dead ringers, drawing both reckless and snip snap becomes a lot more consistent than you might think, and with explodinator and coppertail available, it's not that hard to get a mech to stick. Throw in some aggro and board control cards, and it'll be even more likely that a mech sticks around for turn 5.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
Problem with this post: you're comparing a common to a legendary. Enough said.
If you dont see why a turn 5 otk is dangerous(that requires very little setup[a freaking goblin bomb does the trick]), you either havent been playing this game for long, or you are very bad at it.
Let’s hope people don’t start teching silence against the experimenter then! Or taunts! Or board clears for the mech!
It will be a lot like a stealthen auctioneer in old school miracle rogue. If you don’t have an answer, you’re likely dead.
You can otk with any class using mech warpers and faceless manipulator
Um, you play infinite snip the same turn you play RE. Silence isn't an answer.
Math challenged much?
If you want any realistic chance of this on turn 5, it's 2 each of reckless experimenter and coppertail imposter. That's 880 dust, not 440.
Are you guys sure it costs 0 with Reckless if you use it as a magnetic buff? Magnetized minions work like spells, and Reckless specifically says minion.
I still don't get the point with the OTK. The text of Reckless Experimenter says ".... but die at the end of the turn." How is here the OTK possible, when SN1P SN4P will die and has no rush?
In Wild thats fine imo. Especially that it is a T8 4 card combo+(mech on board/no enemy taunt) if I count it correctly.