all above cards manipulate mana, all are 2 drops, all have 2 health.
this allows it to be removed by many more cards, backstab / zombie chow / consecrate / holy nova
also makes it so you need to think when you put it down into of slamming it head first into the board with little fear of removal on the initial turn 2
While I see the idea, I think Pint-Sized Summoner's versatility is OP compared to Mechwarper, justifying it's stats. Mechs are not too expensive, and don't really have high-cost combos with each other, so unloading the board is just putting a bunch of minions on the board. However, the summoner can activate unreal combos. Imagine summoning Lord Jaraxxus and an Infernal in the same turn. OpieOP
While I see the idea, I think Pint-Sized Summoner's versatility is OP compared to Mechwarper, justifying it's stats. Mechs are not too expensive, and don't really have high-cost combos with each other, so unloading the board is just putting a bunch of minions on the board. However, the summoner can activate unreal combos. Imagine summoning Lord Jaraxxus and an Infernal in the same turn. OpieOP
:P if you get a pint-sized summoner to stay alive on turn 9 I'll salute you
While I see the idea, I think Pint-Sized Summoner's versatility is OP compared to Mechwarper, justifying it's stats. Mechs are not too expensive, and don't really have high-cost combos with each other, so unloading the board is just putting a bunch of minions on the board. However, the summoner can activate unreal combos. Imagine summoning Lord Jaraxxus and an Infernal in the same turn. OpieOP
I salute your imagination, but it's not gonna happen... D:
Edit: About the thread, I don't think the nerf is needed and it's the same f'in reason every time. There's some strong cards, weaker cards, bad cards...Mechwarper is a key card, needed to support the mech archetype. We could nerf Ancient of Lore, every Druid plays it ! Heal or card draw, how f'in OP ! Is this making any sense, nope.
The cards you named, Mana Wraith and Pint-Sized Summoner, let me point something... They're not played in any deck. Why? Because they plain sucks ! 2 hp is not enough, let's not fuck up every card please. BTW you know what, I'm not playing mech mage that much, but I do understand what a card game is and how there's some good/average/weaker cards.
Edit 2 : IMO it's bullsh*t every time, these thread are created by salty players, unable to adapt to the meta or simply outplay a mech mage.
Mech mage may just as well whine about Hellfire or Lightning Storm. It's so unfair. I used mechwarper to spew out my hand on turn 2 and then they just wipe my baord and I'm topdecking. Dumping your hand on turn 2-3 is a huge risk. Sometimes it pays off. Based on the declining number of 'pure' mechmage I face it doesn't pay off enough.
Mech mage may just as well whine about Hellfire or Lightning Storm. It's so unfair. I used mechwarper to spew out my hand on turn 2 and then they just wipe my baord and I'm topdecking. Dumping your hand on turn 2-3 is a huge risk. Sometimes it pays off. Based on the declining number of 'pure' mechmage I face it doesn't pay off enough.
all above cards manipulate mana, all are 2 drops, all have 2 health.
this allows it to be removed by many more cards, backstab / zombie chow / consecrate / holy nova
also makes it so you need to think when you put it down into of slamming it head first into the board with little fear of removal on the initial turn 2
No. MechWarper is fine. The 2 health doesn't matter much. MechWarper is fine. Pretty damn fine.
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Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Mech mage may just as well whine about Hellfire or Lightning Storm. It's so unfair. I used mechwarper to spew out my hand on turn 2 and then they just wipe my baord and I'm topdecking. Dumping your hand on turn 2-3 is a huge risk. Sometimes it pays off. Based on the declining number of 'pure' mechmage I face it doesn't pay off enough.
Mech mage may just as well whine about Hellfire or Lightning Storm. It's so unfair. I used mechwarper to spew out my hand on turn 2 and then they just wipe my baord and I'm topdecking. Dumping your hand on turn 2-3 is a huge risk. Sometimes it pays off. Based on the declining number of 'pure' mechmage I face it doesn't pay off enough.
You get hit in the face once... if your hand wasn't just awful (and it really is awful) and you topdeck a brawl the opponent is completely tapped out and will lose. In the mean time you can Shield Slam (think that's your far left card) the chugger and Taskmaster the clockwork. That leaves him swinging 6 and pinging for one a turn and he's on top deck. Armorsmith on turn 5 if you don't get that brawl and armor up. You could be in a much worse position.
still think the simplest thing to do is make warper a 3 cost. it would fix the steam rolling nature of them greatly. no bs turn 3 warper, warper, and then everything 2 cost and lower is free. it becomes a more balanced and manageable archetype card that would still see play due to its power.
Mechwarper's not utterly unbalanced in and of itself because the chances of it combo'ing into an unbeatable board state are just low enough to be okay. The fact that it feels overpowered is actually more symptomatic of a much larger, general problem in Hearthstone: The scarcity of truly good removal cards at any mana cost higher than 2 in Ranked Play.
But considering how the game's designed with a core philosophy of "players hate it when their minions are killed, so let's make minions really hard to kill", this might just be a problem we're going to have to live with. I mean, its a fundamental flaw in the game that's only gotten worse and worse with each expansion: We've had stickier and snowballier minions like Undertaker and, well, pretty much all of Mechmage, but our removal options, both old and new, have gotten worse and worse.
We now live in a world where the deck with the absolute best removal options (Oil Rogue) is a Tempo deck. It's not a healthy direction for a game without restricted formats to take in the long run. A heavy emphasis on minion-based combat to encourage player interaction only works if the responding player has enough viable tools to swing the initiative back into their favor at more points during the game.
I think both options would work great, for me, it feels like if you can't remove it fast enough the value just steamrolls out of control, so your option would be highly viable too.
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I know people are sensitive about card changes, but 2/2 makes mech warper so much easier to deal with, while still maintain its purpose Mechwarper
see card stat comparison: Pint-Sized Summoner
edit: even Mana Wraith loosely can be related and has 2/2
edit: Sorcerer's Apprentice
all above cards manipulate mana, all are 2 drops, all have 2 health.
this allows it to be removed by many more cards, backstab / zombie chow / consecrate / holy nova
also makes it so you need to think when you put it down into of slamming it head first into the board with little fear of removal on the initial turn 2
While I see the idea, I think Pint-Sized Summoner's versatility is OP compared to Mechwarper, justifying it's stats. Mechs are not too expensive, and don't really have high-cost combos with each other, so unloading the board is just putting a bunch of minions on the board. However, the summoner can activate unreal combos. Imagine summoning Lord Jaraxxus and an Infernal in the same turn. OpieOP
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
:P if you get a pint-sized summoner to stay alive on turn 9 I'll salute you
I salute your imagination, but it's not gonna happen... D:
Edit: About the thread, I don't think the nerf is needed and it's the same f'in reason every time. There's some strong cards, weaker cards, bad cards...Mechwarper is a key card, needed to support the mech archetype. We could nerf Ancient of Lore, every Druid plays it ! Heal or card draw, how f'in OP ! Is this making any sense, nope.
The cards you named, Mana Wraith and Pint-Sized Summoner, let me point something... They're not played in any deck. Why? Because they plain sucks ! 2 hp is not enough, let's not fuck up every card please. BTW you know what, I'm not playing mech mage that much, but I do understand what a card game is and how there's some good/average/weaker cards.
Edit 2 : IMO it's bullsh*t every time, these thread are created by salty players, unable to adapt to the meta or simply outplay a mech mage.
''Haters so fake, leave me alone
They ask for a steak, I feed em' bone, ahhhh "
Mech mage may just as well whine about Hellfire or Lightning Storm. It's so unfair. I used mechwarper to spew out my hand on turn 2 and then they just wipe my baord and I'm topdecking. Dumping your hand on turn 2-3 is a huge risk. Sometimes it pays off. Based on the declining number of 'pure' mechmage I face it doesn't pay off enough.
Free to try and find a game, dealing cards for sorrow, cards for pain.
http://www.hearthpwn.com/decks/202967-legend-zuiuracs-s11-mechmage
show me where this isn't mostly mech
No. MechWarper is fine. The 2 health doesn't matter much. MechWarper is fine. Pretty damn fine.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
Of course, showing a MechMage decklist to back up your point is so rightful. NOT.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
I interpreted his statement wrong, sorry friend.
http://imgur.com/LmEVtDR
here's one I did awhile back, won turn 5
Yeah... and then you are so weak to a board clear, having nothing left. MechWarper can enable enough tempo play... but backfire so hard.
I love to use Shadowflame on a bunch of targets, keeps dropping your whole hand with this fantastic card.
Used to be a proud Handlock player.
Legend 17 times.
Still flirting with the ladder from times to times with Renolock.
I think this would work just fine >>
What do you think ??
You get hit in the face once... if your hand wasn't just awful (and it really is awful) and you topdeck a brawl the opponent is completely tapped out and will lose. In the mean time you can Shield Slam (think that's your far left card) the chugger and Taskmaster the clockwork. That leaves him swinging 6 and pinging for one a turn and he's on top deck. Armorsmith on turn 5 if you don't get that brawl and armor up. You could be in a much worse position.
still think the simplest thing to do is make warper a 3 cost. it would fix the steam rolling nature of them greatly. no bs turn 3 warper, warper, and then everything 2 cost and lower is free. it becomes a more balanced and manageable archetype card that would still see play due to its power.
Mechwarper's not utterly unbalanced in and of itself because the chances of it combo'ing into an unbeatable board state are just low enough to be okay. The fact that it feels overpowered is actually more symptomatic of a much larger, general problem in Hearthstone:
The scarcity of truly good removal cards at any mana cost higher than 2 in Ranked Play.
But considering how the game's designed with a core philosophy of "players hate it when their minions are killed, so let's make minions really hard to kill", this might just be a problem we're going to have to live with. I mean, its a fundamental flaw in the game that's only gotten worse and worse with each expansion: We've had stickier and snowballier minions like Undertaker and, well, pretty much all of Mechmage, but our removal options, both old and new, have gotten worse and worse.
We now live in a world where the deck with the absolute best removal options (Oil Rogue) is a Tempo deck. It's not a healthy direction for a game without restricted formats to take in the long run. A heavy emphasis on minion-based combat to encourage player interaction only works if the responding player has enough viable tools to swing the initiative back into their favor at more points during the game.
I think both options would work great, for me, it feels like if you can't remove it fast enough the value just steamrolls out of control, so your option would be highly viable too.