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.
If he has his Quest finished by turn 4, props to him.
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Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
The thing about tech cards is that they pop up in meta's that demand tech cards, removing them from the game will bring terrible imbalance to the game. Some decks demand tech cards against them, mind that you don't have any advantage against decks that don't require you to play them and you still have them in your deck.
If you can't beat the deck, play the deck! If you get insta-Legend, then I guess the card should be nerfed possibly. But, let's be real, I'm sure you'll find some other card or archetype to complain about once you don't win every game...
But for MCT to be good with double battlecry the opponent needs FIVE minions on board (because the condition is checked again after the first one is stolen). This is a pretty rare board state, so it's fine if there's a counter to abuse it.
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 agree with you, but I think you should look at drawn winrate and not played winrate. Drawn winrate shows how good your hand and your game goes when you have it in hand, so it also features the times you don't play it because your opponent plays around it etc.
If we were to only look at played winrate, every deck should run Leeroy.
players apparently never heard of playing around stuff
just flood the board like monkeys. while you're at it, just get completely board wiped over and over again until they maybe learn something. very unlikely...
He played his whole turn doing that. Now you play your turn, now that you're ahead since he had an empty board, therefore couldn't trade, giving you the option to value trade, board clear and go face, or just straight up go face for free damage.
That's not even counting the times where your board could just be utter garbage for someone who doesn't have board buffs(which you can now use your 6 mana to give +2/+2 if you're a token druid deck, or savage roar x2 savage roar for 16+Minion's base attack to face, for example), not even counting the good chance he randomly got the two worst cards on your board.
I stole both rush minions from a 5 minion board, definitely unfair
If he has his Quest finished by turn 4, props to him.
Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
yeah destroy all cards that can do something about the smorc decks so everyone can play simple no brain me no trade i go face decks
try playing better decks ;)
The thing about tech cards is that they pop up in meta's that demand tech cards, removing them from the game will bring terrible imbalance to the game. Some decks demand tech cards against them, mind that you don't have any advantage against decks that don't require you to play them and you still have them in your deck.
In order for MC Tech to get double value from the Shaman quest, you have to play into it very hard, by committing 5 or more minions to the board.
That, my friend, is on you. It's not the fault of our little pink-haired buddy.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Leave MC Tech ALONE please!!!
Jeez, nerf this, nerf that...
If you can't beat the deck, play the deck! If you get insta-Legend, then I guess the card should be nerfed possibly. But, let's be real, I'm sure you'll find some other card or archetype to complain about once you don't win every game...
It oppose a core aspect of hearthstone. Good one!
But for MCT to be good with double battlecry the opponent needs FIVE minions on board (because the condition is checked again after the first one is stolen). This is a pretty rare board state, so it's fine if there's a counter to abuse it.
MCT is fine.
MCT is no problem.
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I agree with you, but I think you should look at drawn winrate and not played winrate. Drawn winrate shows how good your hand and your game goes when you have it in hand, so it also features the times you don't play it because your opponent plays around it etc.
If we were to only look at played winrate, every deck should run Leeroy.
players apparently never heard of playing around stuff
just flood the board like monkeys. while you're at it, just get completely board wiped over and over again until they maybe learn something. very unlikely...
ofc they do, they're children's card game players
I should be able to steal one of big priest's bullshit resurrected minions for like 5th time. Problem is somewhere else dude. not mc tech.
ooo Goodie!
@Banaan1
He played his whole turn doing that. Now you play your turn, now that you're ahead since he had an empty board, therefore couldn't trade, giving you the option to value trade, board clear and go face, or just straight up go face for free damage.
That's not even counting the times where your board could just be utter garbage for someone who doesn't have board buffs(which you can now use your 6 mana to give +2/+2 if you're a token druid deck, or savage roar x2 savage roar for 16+Minion's base attack to face, for example), not even counting the good chance he randomly got the two worst cards on your board.
MCT is fine. It does nothing against most match ups.
It is a tech card against decks which just flood the board with cheap minions so obviously it should do a good job here.
I agree with mind control tech getting hofed. Can't even play my silly doll master plus plot twist.
That card sees almost no play outside quest shaman so the problem is the shaman quest itself, just nerf it to 7 or 8 battlecries.
how is the plot twist deck?
Worst. Decision. Ever.
This card isn't for beating zoo decks. It's for beating decks that power out 4 8/8s (or bigger) on turn 5.
Well, in that scenario opponent would still have 24damage on board when you take one of these so you lost anyway.
MCT is coin toss in some games. You can simply win because you stole Sea Giant instead of 3/2. It's really frustrating and unfair.