I think time has come to hall of fame Mind Control Tech. The card simply oppose to the core aspects of Hearthstone. It creates situations with toxic RNG moments, where the defeats feels like cheats. Overall the powerlevel of the card is simply too broken also. It's a vanilla stated 3-drop with a mana cheating effect that is sometimes 10. Even if you steal a 1/1 minion the effect you'll get from the card exceed a regular 3-drop, as it would be a 4/4 in those situation.
What you might argue: You can just play around it. Yes and you're totally right. The only problem here is, that there is a new deck in town. Quest Shaman! Quest shaman usually run two of these and they are even more broken in that deck than they have been in previous controldecks . Quest Shamans only real weakness is their lack of efficient mass removal - so the most logic way to beat them would be by flooding the board. But that isn't the case - only because of Mind Control Tech (And Sandstorm Elemental). Therefore a good quest shaman player really don't have any bad matchups, unless they get very unlucky. If you can't burst the shaman down, they'll easily remove your board due to their broken abuse of lackeys and other battlecries - and since you can't play more than 3 minions, it's so hard to actually beat the deck with a classic boardcentric deck. Therefore Mind Control Tech needs to be hall of famed now.
I hope you'll join the discussion. I love to hear your opinions.
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There actually needs to be more, not less cards that can steal minions away from your opponent. Although perhaps they should be restricted to Priest.
Nonetheless, I vehemently oppose any change to Mind Control Tech. And no, while I do play him in decks I don't include him in my Quest Shaman deck because it's primarily composed of Elementals.
I think the Shaman quest is broken, if anything. Needs to be 10 battlecries to complete, or "Your next Battlecry triggers twice" instead of all for the turn.
I think the Shaman quest is broken, if anything. Needs to be 10 battlecries to complete, or "Your next Battlecry triggers twice" instead of all for the turn.
Either of those makes it unplayable. Please don't balance games for a living.
I seem to demolish shaman with control warrior because I never need more than 3 minions. But MTC can make shaman good vs zoo, druid, and priest. My guess is you were playing druid and flooded the board to apply pressure and got rush minions stolen. It's where mct feels broken but probably isn't if you look at stats.
The basis of winning HS has been "cheating" for a long time.
Ramp, Overload, Resurrect, Barnes etc ways for playing more mana worth than you should in a turn.
It's not a fair or balanced game.
This is called tempo dude ....mana advantage
Why do you even bother answering to this perma troll ?
And for the topic I think MCT is healthy for the game. It's a way for decks that don't have good AoEs such as Druid, or Quest Shaman, to have an answer to board swarm. Throughout Hearhstone it has been used in many decks and never was bullshiting op.
Even in Shaman now I don't see how this is a problem. A lot of decks can either play 3 minions max, or can afford to have one of their tokens stolen. You can also bait out the MCTs by playing a 4th minion on a pretty shitty board, they steal a shitty minion, then you can swarm.
MCT in that deck is just a powerplay "sometimes" but every deck has it's powerplay. Is it better than turn 5 two 5/5s rush ? Is it better than 3 mana 3/3 + 5/5 ? Zoo for example is a swarmy deck, and even though if you get mcted it hurts, it's not the end of the game.
as frustrating as it is to play against i really don't think that there is a problem with this card as i play it with my Quest paladin deck to control aggro's. we really have not had problems with it till now, i do think it is a major problem with quest shaman specifically though. i agree and disagree with people saying play around it but having said that one also cant stall the whole time and not play minions and let them wither you down or when you have at least 6 minions on the board get 2 taking from you. again i don't see the problem with it generally just with quest shaman in my opinion.
Yes, as Zo0 warlock or Murloc Shaman you should try and win the game with only 3 minions on the board...
Those decks are so high tempo, you should be able to power through losing a minion to mct. If you have 5-7 small minions and your opponent grabs one, you still have more minions than they do.
Why do people ignore statistics on purpose? It's the only viable way to see if a card is inherently problematic. Like Barnes, where the deck's winrate would increase to 75% when in mulligan. That's problematic.
If we look at the stats for Mind Control Tech, we see a less than 50% winrate when played. When you look at the top performing Quest Shaman list on HSReplay, its played winrate increases to 54%, which is still the lowest of all cards, except for Earth Shock. These stats do not even come close to being anywhere near oppressive. Ergo, the card seems fine. To compare, Weaponized Wasp and Bog Slosher show a > 60% winrate when played. Sandstorm Elemental shows a 55% winrate when played.
Are you seeing a pattern here? I sure am. Sandstorm Elemental, Mind Control Tech and Earth Shock are defensive cards. They can swing games in a big way, are are always used when you're behind on board. The outcome for MCT is also a lot less assuring than the other cards named as an example.
Honestly, it's all been said before, but no one seems to acknowledge knowing what your opponent plays as a vital part of playing Hearthstone. If you're running high-value minions, in a Control deck for example, and you choose to go wide, MCT becomes a lot stronger. It's a direct punish to not acknowledging your role in the matchup. If, on the other hand, you're played a Token-deck or something like Handbuff Pally or Zoolock, you shouldn't care about MCT at all. Your role is too go wide, and fill the board every turn. In these cases, MCT should offer little solice, as your opponent is behind on board already.
Granted, MCT can steal your strongest minion, which sucks, but that's RNG. As it's primarily Aggro-players who complain about this card, let's all remind ourselves how often you've top-decked lethal. That's RNG. If you can't play around cards, and you don't like the RNG-aspect, quit playing Hearthstone. Seriously.
I think the OP answered most of his own complaints regarding the card - it isn't really very problematic at all, and has rarely been anything other than a tech card for the past six years. Presumably, the devs are fine with otherwise low play-rate cards from the vanilla sets receiving play-rate spikes every so often.
It's also worth recognizing that Quest Shaman itself currently enjoys an inflated play-rate - looking at the HSReplays numbers, the deck has only the 14th-best win-rate overall, despite being the most popular deck on ladder. It isn't even the best Shaman deck, with a win-rate about 3% worse than Murlocs. Quest Shaman only has three "green" match-ups against the ten most-played decks on ladder - that's a lot of red for a popular deck to navigate. All things considered, it doesn't seem too unreasonable to suggest that the deck might drop off in popularity over the next few weeks . . .
Yes, as Zo0 warlock or Murloc Shaman you should try and win the game with only 3 minions on the board...
Those decks are so high tempo, you should be able to power through losing a minion to mct. If you have 5-7 small minions and your opponent grabs one, you still have more minions than they do.
Imagine this on turn 5. You have 5 minions, he has none. He plays hero power + MC. The board ends with 3 minions on both sides. Your momentum is gone. Good luck getting back from that one. It's not even an uncommon scenario.
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I think time has come to hall of fame Mind Control Tech. The card simply oppose to the core aspects of Hearthstone. It creates situations with toxic RNG moments, where the defeats feels like cheats. Overall the powerlevel of the card is simply too broken also. It's a vanilla stated 3-drop with a mana cheating effect that is sometimes 10. Even if you steal a 1/1 minion the effect you'll get from the card exceed a regular 3-drop, as it would be a 4/4 in those situation.
What you might argue: You can just play around it. Yes and you're totally right. The only problem here is, that there is a new deck in town. Quest Shaman! Quest shaman usually run two of these and they are even more broken in that deck than they have been in previous controldecks . Quest Shamans only real weakness is their lack of efficient mass removal - so the most logic way to beat them would be by flooding the board. But that isn't the case - only because of Mind Control Tech (And Sandstorm Elemental). Therefore a good quest shaman player really don't have any bad matchups, unless they get very unlucky. If you can't burst the shaman down, they'll easily remove your board due to their broken abuse of lackeys and other battlecries - and since you can't play more than 3 minions, it's so hard to actually beat the deck with a classic boardcentric deck. Therefore Mind Control Tech needs to be hall of famed now.
I hope you'll join the discussion. I love to hear your opinions.
My brother and I both got legend - and he climbed to 316 with it. Check out our guide!
I like the MTG art conversion. They really have a way better art style than HS.
There actually needs to be more, not less cards that can steal minions away from your opponent. Although perhaps they should be restricted to Priest.
Nonetheless, I vehemently oppose any change to Mind Control Tech. And no, while I do play him in decks I don't include him in my Quest Shaman deck because it's primarily composed of Elementals.
If you want to object to chaos in Hearthstone then start with Puzzle Box of Yogg-Saron.
Dependable loan sharks since 1960. We sink our teeth into every deal we make.
2019 and ppl still can't play around MCT
Dimir Techmage
The basis of winning HS has been "cheating" for a long time.
Ramp, Overload, Resurrect, Barnes etc ways for playing more mana worth than you should in a turn.
It's not a fair or balanced game.
Fun > Meta
I think the Shaman quest is broken, if anything. Needs to be 10 battlecries to complete, or "Your next Battlecry triggers twice" instead of all for the turn.
Either of those makes it unplayable. Please don't balance games for a living.
This is called tempo dude ....mana advantage
I think MCT is a neccessary part of classic so you can always have the option to tech your deck to punish swarming aggro decks.
I seem to demolish shaman with control warrior because I never need more than 3 minions. But MTC can make shaman good vs zoo, druid, and priest. My guess is you were playing druid and flooded the board to apply pressure and got rush minions stolen. It's where mct feels broken but probably isn't if you look at stats.
Yes, as Zo0 warlock or Murloc Shaman you should try and win the game with only 3 minions on the board...
"advantage" lmao that's cute.
Fun > Meta
Why do you even bother answering to this perma troll ?
And for the topic I think MCT is healthy for the game. It's a way for decks that don't have good AoEs such as Druid, or Quest Shaman, to have an answer to board swarm. Throughout Hearhstone it has been used in many decks and never was bullshiting op.
Even in Shaman now I don't see how this is a problem. A lot of decks can either play 3 minions max, or can afford to have one of their tokens stolen. You can also bait out the MCTs by playing a 4th minion on a pretty shitty board, they steal a shitty minion, then you can swarm.
MCT in that deck is just a powerplay "sometimes" but every deck has it's powerplay. Is it better than turn 5 two 5/5s rush ? Is it better than 3 mana 3/3 + 5/5 ? Zoo for example is a swarmy deck, and even though if you get mcted it hurts, it's not the end of the game.
as frustrating as it is to play against i really don't think that there is a problem with this card as i play it with my Quest paladin deck to control aggro's. we really have not had problems with it till now, i do think it is a major problem with quest shaman specifically though. i agree and disagree with people saying play around it but having said that one also cant stall the whole time and not play minions and let them wither you down or when you have at least 6 minions on the board get 2 taking from you. again i don't see the problem with it generally just with quest shaman in my opinion.
Those decks are so high tempo, you should be able to power through losing a minion to mct. If you have 5-7 small minions and your opponent grabs one, you still have more minions than they do.
This card can be rage inducing, but wide board metas need a punish. I hate to say it, but this card is an essential part of the classic set.
Why do people ignore statistics on purpose? It's the only viable way to see if a card is inherently problematic. Like Barnes, where the deck's winrate would increase to 75% when in mulligan. That's problematic.
If we look at the stats for Mind Control Tech, we see a less than 50% winrate when played. When you look at the top performing Quest Shaman list on HSReplay, its played winrate increases to 54%, which is still the lowest of all cards, except for Earth Shock. These stats do not even come close to being anywhere near oppressive. Ergo, the card seems fine. To compare, Weaponized Wasp and Bog Slosher show a > 60% winrate when played. Sandstorm Elemental shows a 55% winrate when played.
Are you seeing a pattern here? I sure am. Sandstorm Elemental, Mind Control Tech and Earth Shock are defensive cards. They can swing games in a big way, are are always used when you're behind on board. The outcome for MCT is also a lot less assuring than the other cards named as an example.
Honestly, it's all been said before, but no one seems to acknowledge knowing what your opponent plays as a vital part of playing Hearthstone. If you're running high-value minions, in a Control deck for example, and you choose to go wide, MCT becomes a lot stronger. It's a direct punish to not acknowledging your role in the matchup. If, on the other hand, you're played a Token-deck or something like Handbuff Pally or Zoolock, you shouldn't care about MCT at all. Your role is too go wide, and fill the board every turn. In these cases, MCT should offer little solice, as your opponent is behind on board already.
Granted, MCT can steal your strongest minion, which sucks, but that's RNG. As it's primarily Aggro-players who complain about this card, let's all remind ourselves how often you've top-decked lethal. That's RNG. If you can't play around cards, and you don't like the RNG-aspect, quit playing Hearthstone. Seriously.
Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
Hmmm . . .
I think the OP answered most of his own complaints regarding the card - it isn't really very problematic at all, and has rarely been anything other than a tech card for the past six years. Presumably, the devs are fine with otherwise low play-rate cards from the vanilla sets receiving play-rate spikes every so often.
It's also worth recognizing that Quest Shaman itself currently enjoys an inflated play-rate - looking at the HSReplays numbers, the deck has only the 14th-best win-rate overall, despite being the most popular deck on ladder. It isn't even the best Shaman deck, with a win-rate about 3% worse than Murlocs. Quest Shaman only has three "green" match-ups against the ten most-played decks on ladder - that's a lot of red for a popular deck to navigate. All things considered, it doesn't seem too unreasonable to suggest that the deck might drop off in popularity over the next few weeks . . .
Imagine this on turn 5. You have 5 minions, he has none. He plays hero power + MC. The board ends with 3 minions on both sides. Your momentum is gone. Good luck getting back from that one. It's not even an uncommon scenario.