a ton of new cards are being thrown our way, it will toss up the meta and change things up which is always good and im really hyped for the release of GvG.
but im worried that all the current decks will be completely overwhelmed by these "mech decks" like every deck will become a mech deck. mech druid, mech priest, mechlock, mech warrior etc. if it turns out to be something like that the meta will get stale fairly fast if literally every class is running the same style of deck
Would rather face mech decks of every class and trying to learn how to adjust to them rather than seeing the same Undertaker easy turn 2 4/5 garbage on the ladder that takes lots of skill to mulligan into.
I'm guessing/hoping that they did a lot of playtesting to check the balance on these cards. Sure everyone's going to try to use certain synergies...but that's similar to what happens now with various Deathrattle decks for example. Also, I think people will do one of two things in general:
1. Try to keep similar themes within their decks while tweaking with the new cards.
2. Try to make decks with a lot of the new cards with mech synergies etc.
The cool thing I think will be when players find undiscovered synergies between old and new cards. Should be fun!
To note that the mech decks are, so far showing to be a midrange deck. Given the discussion about aggro elsewhere, this is really what we needed.
And note that "every deck will be a mech deck." NOTHING will change the 'every deck will be x' aspect of a Meta. That's why it's The Meta. THe question isn't whether 2 decks will be all you see.. it's WHAT those decks are.
And afterseeing the rage caused by control and aggro, seeing a midrange, non-combo deck dominate and the public's response will be interesting.
After the initial enthusiasm from the expansion, I think it will balance out. I'm more concerned that certain classes will get buffed too much compared to others, which might put certain classes at a huge advantage or disadvantage. I'm also worried that V-07-TR-0N will run wild.
My opinion (SO FAR) is that there will be a new aggro-mech-rush deck option but there will also be a lot of cards to strengthen control decks. So my guess is there will be more variation in decks and meta (I know this is an obvious statement) which will be good for the game in general. You should see more tempo decks and a slightly slower meta instead of either zoo/hunter or heavy control making it more fun for everybody.
After the initial enthusiasm from the expansion, I think it will balance out. I'm more concerned that certain classes will get buffed too much compared to others, which might put certain classes at a huge advantage or disadvantage. I'm also worried that V-07-TR-0N will run wild.
But no class should have a disadvantage as long as they run some sort of Undertaker deck right?
Haha just kidding.
Voltron won't run wild, he isn't a collectible, thus he can't be played from the hand, and from the current pool of cards, it is fairly difficult to assemble him. You shouldn't worry much about the card.
Explosive sheep will destroy rush and mech decks. Bouncing Blades can't hurt. Most Goblins shown so far do damage to a random enemy, and they are all low defense. Mechs have the Synergy, but they are mostly frail.
Voltron won't run wild, he isn't a collectible, thus he can't be played from the hand, and from the current pool of cards, it is fairly difficult to assemble him. You shouldn't worry much about the card.
In certain mech decks he will. That's where the niche is, and we will be seeing plenty of meck decks when the new cards come out. Mimiron's Head needs an immediate counter of some sort pretty much the turn after it's played, or else it could be GG.
Voltron won't run wild, he isn't a collectible, thus he can't be played from the hand, and from the current pool of cards, it is fairly difficult to assemble him. You shouldn't worry much about the card.
In certain mech decks he will. That's where the niche is, and we will be seeing plenty of meck decks when the new cards come out. Mimiron's Head needs an immediate counter of some sort pretty much the turn after it's played, or else it could be GG.
The same was said of Thaddius and he's easier to pull off. The Thadd massing lasted about a week then faded from the meta completely.
Voltron won't run wild, he isn't a collectible, thus he can't be played from the hand, and from the current pool of cards, it is fairly difficult to assemble him. You shouldn't worry much about the card.
In certain mech decks he will. That's where the niche is, and we will be seeing plenty of meck decks when the new cards come out. Mimiron's Head needs an immediate counter of some sort pretty much the turn after it's played, or else it could be GG.
You don't necessarily need an immediate counter to Mimiron's Head, you just need to make sure they don't have three mechs on the board. If they have board control to the point where you can't stop him from having three mechs on the board when your turn ends, you were already in trouble. It's a difficult combo and a "win more" card rather than a huge swing card.
The same was said of Thaddius and he's easier to pull off. The Thadd massing lasted about a week then faded from the meta completely.
Vo-not-tron will see a similar fate.
Well actually, some decks still use him. He is viable. That aside, Thadius doesn't have charge and can't attack 4 times and is much slower to come into play in general. It's completely different. The burst damage with cards like Power Overwhelming or Cold Blood is insane. And like I said, Mimiron's Head basically requires a counter on the turn after it is played or GG. And you must worry about this win condition on turn 5, or even 4 with coin. In mech decks, this card really will run wild.
You don't necessarily need an immediate counter to Mimiron's Head, you just need to make sure they don't have three mechs on the board. If they have board control to the point where you can't stop him from having three mechs on the board when your turn ends, you were already in trouble. It's a difficult combo and a "win more" card rather than a huge swing card.
I'm sorry. I missed this one. Let me address it. It's true that you can just make sure they don't have 3 mechs. But that is also what I consider a counter to Mimiron's effect because that is essentially what you are doing. But will it really be that easy? Particuarly against mech aggro dechs that will try to flood the board with mechs. And there are ways to protect them. Due to certain cards making summoning cheaper, I don't think it will be hard to keep a lot of mechs on the board.
The point about you practically winning already is not necessarily true. Maybe the opponent already has a bunch of cards on the board themselves. Either way, the whole winning argument is misplaced. It is a bit early to declare a win at turn 5 just because you currently have momentum. Board control at turn 5 is no guarantee of a win. Maybe you just got it a turn or two prior. Or maybe your opponent could take it back in two or three turns. But this requires an immediate response, and it certainly is a win condition. How could you say just it's not so bad just because you call it "win more?" It still finishes the game at turn around 6 if it isn't addressed. That's insane. And later on in the game, you could potentially put all the required mechs on the board on the same turn.
The same was said of Thaddius and he's easier to pull off. The Thadd massing lasted about a week then faded from the meta completely.
Vo-not-tron will see a similar fate.
Well actually, some decks still use him. He is viable.
Which ones and how far have they gotten. This is news to me, honestly.
That aside, Thadius doesn't have charge and can't attack 4 times and is much slower to come into play in general. It's completely different. The burst damage with cards like Power Overwhelming or Cold Blood is insane. And like I said, Mimiron's Head basically requires a counter on the turn after it is played or GG. And you must worry about this win condition on turn 5, or even 4 with coin. In mech decks, this card really will run wild.
The counter though is to kill ANY of the minions on the board. Unlike the Thad bros who only need to die, Head is a 5 health minion that needs to survive a turn without being silenced or killed AND have every other mech minion survive as well. All it takes is to knock the minion count to 2 in order to stop the effect. And, while some of the mechs have deathrattles to make them sticky, chances are they won't change into another mech.
It's the Gruul situation. Gruul ends games fast if he can survive the turn. He doesn't though.
So to put it this way: if you can seriously set up a board such that a 5 health minion AND 2 other mechs can survive a full turn with all of them alive and the Head not silenced/morphed/sapped/ext then you deserve to win so hard that the game should do a 3 minute clip of all of the mechs coming together in full unskippable HD sung to some parody version of Power Rangers.
It's a Gruul finisher, only much MUCH harder to pull off.
I mean, if you have a mech deck you might as well add him. 5 mana yeti isn't the worst thing in the world. Of course I say the same for the Thad Bros who have better stats.
Which ones and how far have they gotten. This is news to me, honestly.
Certain deathrattle decks run it. Often control. They tend to also use it in the same kinds of decks with Kel'Thuzad. I have also seen him in some Handlock decks. I've seen them in Shaman with Reincarnate. Point is you should look some decks up with him. You might be surprised.
The counter though is to kill ANY of the minions on the board. Unlike the Thad bros who only need to die, Head is a 5 health minion that needs to survive a turn without being silenced or killed AND have every other mech minion survive as well. All it takes is to knock the minion count to 2 in order to stop the effect. And, while some of the mechs have deathrattles to make them sticky, chances are they won't change into another mech.
It's the Gruul situation. Gruul ends games fast if he can survive the turn. He doesn't though.
So to put it this way: if you can seriously set up a board such that a 5 health minion AND 2 other mechs can survive a full turn with all of them alive and the Head not silenced/morphed/sapped/ext then you deserve to win so hard that the game should do a 3 minute clip of all of the mechs coming together in full unskippable HD sung to some parody version of Power Rangers.
It's a Gruul finisher, only much MUCH harder to pull off.
I mean, if you have a mech deck you might as well add him. 5 mana yeti isn't the worst thing in the world. Of course I say the same for the Thad Bros who have better stats.
You are not really grasping it, though. Yes, you can counter it by killing the other mechs. But deserving to win if you can pull it off? What's so amazing about protecting everything for 1 turn? And you only dealing with one is assuming there aren't already more than the required amount on the board. And it's also assuming the opponent doesn't have ways to protect them. And you better hope you have a way to silence or sap or kill or whatever you need to stop this effect in one turn with just 5 or 6 mana. Because if you don't have it right then and there, it may as well be GG. I don't know why you aren't taking it so seriously. Heck, one Rouge with this and that Conceal could break the game. Do they deserve to win the game because they spent 1 extra mana on a conceal?
Again, Gruul is far slower because it comes into play later. And even if Gruul survives, it won't immediately win the game the next turn. Just a bad comparison. You could wait a turn or two before killing it and still live.
You just don't seem to respect the threat of the card enough. I don't know why you downplay it so much when you only have one turn to react. But hey, it's not my fault if you get blindsided by this in the new meta. Don't say I didn't warn you.
lol @ people worried about Voltron being a problem... People see she shiny words MEGA-WINDFURRY and forget how quickly the board is always cleared in this game...
a ton of new cards are being thrown our way, it will toss up the meta and change things up which is always good and im really hyped for the release of GvG.
but im worried that all the current decks will be completely overwhelmed by these "mech decks" like every deck will become a mech deck. mech druid, mech priest, mechlock, mech warrior etc. if it turns out to be something like that the meta will get stale fairly fast if literally every class is running the same style of deck
Would rather face mech decks of every class and trying to learn how to adjust to them rather than seeing the same Undertaker easy turn 2 4/5 garbage on the ladder that takes lots of skill to mulligan into.
I'm guessing/hoping that they did a lot of playtesting to check the balance on these cards. Sure everyone's going to try to use certain synergies...but that's similar to what happens now with various Deathrattle decks for example. Also, I think people will do one of two things in general:
1. Try to keep similar themes within their decks while tweaking with the new cards.
2. Try to make decks with a lot of the new cards with mech synergies etc.
The cool thing I think will be when players find undiscovered synergies between old and new cards. Should be fun!
I loved that game back in the day. Pew! Pew! Pew!
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To note that the mech decks are, so far showing to be a midrange deck. Given the discussion about aggro elsewhere, this is really what we needed.
And note that "every deck will be a mech deck." NOTHING will change the 'every deck will be x' aspect of a Meta. That's why it's The Meta. THe question isn't whether 2 decks will be all you see.. it's WHAT those decks are.
And afterseeing the rage caused by control and aggro, seeing a midrange, non-combo deck dominate and the public's response will be interesting.
One does not simply walk into Mordor,
unless they want to be the best they can be.
What are some anti-mech cards?
We don't even know what the style of a mech deck is in the first place though. So finding 'anti-mech' is kind of...early.
So far it's showing to be a midrange, minion based deck that syncs with each other. Thus it'll probably be control decks that do well against them.
One does not simply walk into Mordor,
unless they want to be the best they can be.
After the initial enthusiasm from the expansion, I think it will balance out. I'm more concerned that certain classes will get buffed too much compared to others, which might put certain classes at a huge advantage or disadvantage. I'm also worried that V-07-TR-0N will run wild.
My opinion (SO FAR) is that there will be a new aggro-mech-rush deck option but there will also be a lot of cards to strengthen control decks. So my guess is there will be more variation in decks and meta (I know this is an obvious statement) which will be good for the game in general. You should see more tempo decks and a slightly slower meta instead of either zoo/hunter or heavy control making it more fun for everybody.
But no class should have a disadvantage as long as they run some sort of Undertaker deck right?
Haha just kidding.
Voltron won't run wild, he isn't a collectible, thus he can't be played from the hand, and from the current pool of cards, it is fairly difficult to assemble him. You shouldn't worry much about the card.
Explosive sheep will destroy rush and mech decks. Bouncing Blades can't hurt. Most Goblins shown so far do damage to a random enemy, and they are all low defense. Mechs have the Synergy, but they are mostly frail.
I really want Pirates to be a playable theme.
In certain mech decks he will. That's where the niche is, and we will be seeing plenty of meck decks when the new cards come out. Mimiron's Head needs an immediate counter of some sort pretty much the turn after it's played, or else it could be GG.
The same was said of Thaddius and he's easier to pull off. The Thadd massing lasted about a week then faded from the meta completely.
Vo-not-tron will see a similar fate.
One does not simply walk into Mordor,
unless they want to be the best they can be.
You don't necessarily need an immediate counter to Mimiron's Head, you just need to make sure they don't have three mechs on the board. If they have board control to the point where you can't stop him from having three mechs on the board when your turn ends, you were already in trouble. It's a difficult combo and a "win more" card rather than a huge swing card.
Well actually, some decks still use him. He is viable. That aside, Thadius doesn't have charge and can't attack 4 times and is much slower to come into play in general. It's completely different. The burst damage with cards like Power Overwhelming or Cold Blood is insane. And like I said, Mimiron's Head basically requires a counter on the turn after it is played or GG. And you must worry about this win condition on turn 5, or even 4 with coin. In mech decks, this card really will run wild.
I'm sorry. I missed this one. Let me address it. It's true that you can just make sure they don't have 3 mechs. But that is also what I consider a counter to Mimiron's effect because that is essentially what you are doing. But will it really be that easy? Particuarly against mech aggro dechs that will try to flood the board with mechs. And there are ways to protect them. Due to certain cards making summoning cheaper, I don't think it will be hard to keep a lot of mechs on the board.
The point about you practically winning already is not necessarily true. Maybe the opponent already has a bunch of cards on the board themselves. Either way, the whole winning argument is misplaced. It is a bit early to declare a win at turn 5 just because you currently have momentum. Board control at turn 5 is no guarantee of a win. Maybe you just got it a turn or two prior. Or maybe your opponent could take it back in two or three turns. But this requires an immediate response, and it certainly is a win condition. How could you say just it's not so bad just because you call it "win more?" It still finishes the game at turn around 6 if it isn't addressed. That's insane. And later on in the game, you could potentially put all the required mechs on the board on the same turn.
Which ones and how far have they gotten. This is news to me, honestly.
The counter though is to kill ANY of the minions on the board. Unlike the Thad bros who only need to die, Head is a 5 health minion that needs to survive a turn without being silenced or killed AND have every other mech minion survive as well. All it takes is to knock the minion count to 2 in order to stop the effect. And, while some of the mechs have deathrattles to make them sticky, chances are they won't change into another mech.
It's the Gruul situation. Gruul ends games fast if he can survive the turn. He doesn't though.
So to put it this way: if you can seriously set up a board such that a 5 health minion AND 2 other mechs can survive a full turn with all of them alive and the Head not silenced/morphed/sapped/ext then you deserve to win so hard that the game should do a 3 minute clip of all of the mechs coming together in full unskippable HD sung to some parody version of Power Rangers.
It's a Gruul finisher, only much MUCH harder to pull off.
I mean, if you have a mech deck you might as well add him. 5 mana yeti isn't the worst thing in the world. Of course I say the same for the Thad Bros who have better stats.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Certain deathrattle decks run it. Often control. They tend to also use it in the same kinds of decks with Kel'Thuzad. I have also seen him in some Handlock decks. I've seen them in Shaman with Reincarnate. Point is you should look some decks up with him. You might be surprised.
You are not really grasping it, though. Yes, you can counter it by killing the other mechs. But deserving to win if you can pull it off? What's so amazing about protecting everything for 1 turn? And you only dealing with one is assuming there aren't already more than the required amount on the board. And it's also assuming the opponent doesn't have ways to protect them. And you better hope you have a way to silence or sap or kill or whatever you need to stop this effect in one turn with just 5 or 6 mana. Because if you don't have it right then and there, it may as well be GG. I don't know why you aren't taking it so seriously. Heck, one Rouge with this and that Conceal could break the game. Do they deserve to win the game because they spent 1 extra mana on a conceal?
Again, Gruul is far slower because it comes into play later. And even if Gruul survives, it won't immediately win the game the next turn. Just a bad comparison. You could wait a turn or two before killing it and still live.
You just don't seem to respect the threat of the card enough. I don't know why you downplay it so much when you only have one turn to react. But hey, it's not my fault if you get blindsided by this in the new meta. Don't say I didn't warn you.
lol @ people worried about Voltron being a problem... People see she shiny words MEGA-WINDFURRY and forget how quickly the board is always cleared in this game...
When naxx came out did all the decks become deathrattle decks?
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