Quest shaman is going to be around for quite some time and Mind Control Tech Finally needs to go. It's long past due and with the power level of potentially stealing the best two minions is more than absurd.
I guess someone just lose to Quest Shaman. This deck wasn't even playable until Mage and Warrior nerf, and now it is doing just fine.
Guess what ? if you don't play around stuff, you get punished, that's just how Hearthstone work.
If you see a lot of quest shaman on ladder (which is the case right now), just play a deck that have a good winrate against them and you should be fine.
MC Tech is necessary. It's a punish for decks that throw too much out on the board with no thought of how they will reload. If you're playing against a shaman, you need to actually think about what you're playing and how wide you go.
I guess someone just lose to Quest Shaman. This deck wasn't even playable until Mage and Warrior nerf, and now it is doing just fine.
Guess what ? if you don't play around stuff, you get punished, that's just how Hearthstone work.
If you see a lot of quest shaman on ladder (which is the case right now), just play a deck that have a good winrate against them and you should be fine.
Thanks for your input. I still won the game as well as 7/8 against quest shaman, but that card in that deck is going to be a problem for the next 1 1/2 - 2 years if it doesn't get hall of famed. However the deck will be gutted come next rotation but something tells me double battlecry effects will continue to be good. The developers made a good point last rotation when they said the card goes mostly unplayed throughout a meta but then it comes back in certain decks and creates problems. This is one of those times. Thank you for misconstruing my contempt for one card as contempt for a deck I actually like playing against.
Treat it like you vs Warrior which you should never fill the boardwith minions unless you can flood again and again. You don't dump all your hand vs Warrior then don't do it vs quest Shaman.
Having to play around certain cards is an actual skill-testing part of Hearthstone. I know it can feel bad to get burned by an MCT but the card is fine.
2 people so far have it spot on. You play around it and easy to do. Always a danger to over play your side of the board and leaving you with little left in your hand. You know they have it and that is a benefit to you. It's predictable. It causes a dead card in their hand.
Part of the problem with having a fixed meta is the predictability of decks. You know what your opponent is going to do. You play around it to counter. That is how you win matches. You know you are playing an unskilled player when they dump their hand in a turn or two.
The problem with the “just play around it lol” argument is it means playing no more than 3 minions, while allowing your opponent to develop as many as they want. AoE clears in most cases affect both sides of the board, so you can generally match the opponent’s board size and be safe from getting blown out, whereas the existence of MCT actually stops you fighting for the board with minions on even ground.
”just play it yourself lol” also doesn’t work because it is significantly less useful in some decks than others, and is significantly stronger in quest shaman than everything else.
MC Tech is necessary. It's a punish for decks that throw too much out on the board with no thought of how they will reload. If you're playing against a shaman, you need to actually think about what you're playing and how wide you go.
thats why shaman also has aoe spells, MC Tech is just unfair to lose to, stealing one minion is bad as it is, stealing 2 is fucking nuts, especially on a 3 mana 3/3 body. its a punish for a deck's whole strategy, and while you may dont like aggro decks, it doesnt mean no one does or they are unhealthy for the game. if they didnt exist all you would see right now are mecha'thun decks and the luckiest to complete its combo first would win.
2 people so far have it spot on. You play around it and easy to do. Always a danger to over play your side of the board and leaving you with little left in your hand. You know they have it and that is a benefit to you. It's predictable. It causes a dead card in their hand.
Part of the problem with having a fixed meta is the predictability of decks. You know what your opponent is going to do. You play around it to counter. That is how you win matches. You know you are playing an unskilled player when they dump their hand in a turn or two.
Playing a zoo deck and limiting yourself to 3 minions will not win you any match by the way. Just so you know. Dumping hand in a turn or two is actually a valid strategy for certain decks in order to gain complete dominance of the board early just so they have a chance to win, its called going all in to win or lose if you dont.
I'm aware how to play around MCT so thank you to all the children who rush to the conclusion that i don't know how to play around it. I'm currently playing control shaman deck that rarely has more than 3 minions on the board at the same time. After clearing my opponents board over and over and waiting for my finisher which usually comes in the form of King Phaoris I generally put 4-6 minions on the board with him ranging from the cost of 2-7 mana sometimes i get crazy rng and other times shit but every time the shaman hangs onto 1 MCT and always seems to take Phaoris and the next best minion. When i play as quest druid or quest wall priest both decks which have huge late game board fills it really sucks when you've beaten your opponent back all game and then it's supposed to be your time to take over you get punished for trying to "go all in" as someone else put it for the win, which is completely valid. For the people who think the card isn't a problem in that deck or think that players including myself don't understand how to play around it just wait until we get closer to the rotation and we'll revisit this to find out that you agreed with me all along. Thank you for your consideration.
"Play around MC Tech" meanwhile, Shaman is doubling the battlecries of minions that do 3 damage to face while flood their board and generating spells, minions and health buffs twice.
Just came out of a mirror match which was the funniest thing ever. One minion (the little fair-weather traitor) switched board sides about 5 times during the match! HAHAHAHAHA!
MCT has been a discussed card since the early days of Hearthstone and will continue to be. It sucks to be on the receiving end of it, for sure, but it's having a time-to-shine, which happens to many cards which dont always see play until the right deck comes along.
You may not like the answer - to play around it - but it's the correct one. When you see Quest Shaman, you know he has this tool. And it doesn't just mean limiting your board to 3 minions. There are other ways around it also: - play a board full of big minions (the loss of one shouldn't hurt too much if you have many more); - play lots of low health minions (Honestly, zoo decks really shouldn't bat an eyelid at MCT. He stole your Flame Imp? Kill it and play more minions - that's what the deck is designed for) - make meaningful trades that guarantee that whatever is stolen can be dealt with. - Hold onto a spot removal / AoE clear in case the opponent steals your big uber minion, or steals a couple of them (with double HP)
MCT is one of the game's neutral AoE-cards, and it's incredibly important to the game's health. Whenever Aggro goes rampant, this card spikes in play-rate.
However, and this is where I'll agree with you: Quest Shaman can do braindead things with this card. They run two copies, which means you always need to be wary of its existence. In addition, they can use Barista on it, and they have Shudderwock as a reminder. In other words: the Battlecry effect is strong, but healthy. Except when used to the extent of usage in Quest Shaman.
MCT was certainly unhealthy in regards to Arena, thus rightfully banned (although I still ran into a handful decks which had him some time ago)
But when it comes to Constructed I don't think the card is as problematic, unless you're playing a Midrange deck but then again you know you're up vs. Quest Shaman and have to expect that MCT is going to come down at some point. It's similar to Rat Trap, can be as punishing but also as easy to play around. As other people already said, if you're playing quite aggressive decks such as Token Druid, Zoolock or Murlocs you wouldn't even care about one or two minions being stolen. Just summon a couple more and kill your opponent.
This is the card with a dismal 48.3% played winrate on HS replay right? A worse played winrate than Murloc Raider? Okey doke, sounds like a legit complaint.
MCT Is one of those cards that sucks like 80% of the time you play it / it gets played against you but it's the 20% when you or your opponent gets the best minion that really stings. This is a great example of the Availability Biase and how it affects our perception because nobody ever remembers when their opponents got the crappy 1/1's from MCT. But we always remember losing because MCT stole the one minion that gave our opponent the out to win the game.
As a card MCT can be super tilting / wonderful depending which side of the board you're on, but it has its place in the meta and, imo, should not be HoF'd or changed. The often infuriating randomness makes HS the game it is.
Quest shaman is going to be around for quite some time and Mind Control Tech Finally needs to go. It's long past due and with the power level of potentially stealing the best two minions is more than absurd.
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Yep the card is spasticated and always has been. Won me about 5 games just now.
I guess someone just lose to Quest Shaman. This deck wasn't even playable until Mage and Warrior nerf, and now it is doing just fine.
Guess what ? if you don't play around stuff, you get punished, that's just how Hearthstone work.
If you see a lot of quest shaman on ladder (which is the case right now), just play a deck that have a good winrate against them and you should be fine.
MC Tech is necessary. It's a punish for decks that throw too much out on the board with no thought of how they will reload. If you're playing against a shaman, you need to actually think about what you're playing and how wide you go.
Thanks for your input. I still won the game as well as 7/8 against quest shaman, but that card in that deck is going to be a problem for the next 1 1/2 - 2 years if it doesn't get hall of famed. However the deck will be gutted come next rotation but something tells me double battlecry effects will continue to be good. The developers made a good point last rotation when they said the card goes mostly unplayed throughout a meta but then it comes back in certain decks and creates problems. This is one of those times. Thank you for misconstruing my contempt for one card as contempt for a deck I actually like playing against.
Google search: Is Hearthstone free to play?
Treat it like you vs Warrior which you should never fill the boardwith minions unless you can flood again and again. You don't dump all your hand vs Warrior then don't do it vs quest Shaman.
2019 and ppl still can't play around MCT ffs
Having to play around certain cards is an actual skill-testing part of Hearthstone. I know it can feel bad to get burned by an MCT but the card is fine.
2 people so far have it spot on. You play around it and easy to do. Always a danger to over play your side of the board and leaving you with little left in your hand. You know they have it and that is a benefit to you. It's predictable. It causes a dead card in their hand.
Part of the problem with having a fixed meta is the predictability of decks. You know what your opponent is going to do. You play around it to counter. That is how you win matches. You know you are playing an unskilled player when they dump their hand in a turn or two.
The problem with the “just play around it lol” argument is it means playing no more than 3 minions, while allowing your opponent to develop as many as they want. AoE clears in most cases affect both sides of the board, so you can generally match the opponent’s board size and be safe from getting blown out, whereas the existence of MCT actually stops you fighting for the board with minions on even ground.
”just play it yourself lol” also doesn’t work because it is significantly less useful in some decks than others, and is significantly stronger in quest shaman than everything else.
Game warping card.
thats why shaman also has aoe spells, MC Tech is just unfair to lose to, stealing one minion is bad as it is, stealing 2 is fucking nuts, especially on a 3 mana 3/3 body. its a punish for a deck's whole strategy, and while you may dont like aggro decks, it doesnt mean no one does or they are unhealthy for the game. if they didnt exist all you would see right now are mecha'thun decks and the luckiest to complete its combo first would win.
Playing a zoo deck and limiting yourself to 3 minions will not win you any match by the way. Just so you know. Dumping hand in a turn or two is actually a valid strategy for certain decks in order to gain complete dominance of the board early just so they have a chance to win, its called going all in to win or lose if you dont.
I'm aware how to play around MCT so thank you to all the children who rush to the conclusion that i don't know how to play around it. I'm currently playing control shaman deck that rarely has more than 3 minions on the board at the same time. After clearing my opponents board over and over and waiting for my finisher which usually comes in the form of King Phaoris I generally put 4-6 minions on the board with him ranging from the cost of 2-7 mana sometimes i get crazy rng and other times shit but every time the shaman hangs onto 1 MCT and always seems to take Phaoris and the next best minion. When i play as quest druid or quest wall priest both decks which have huge late game board fills it really sucks when you've beaten your opponent back all game and then it's supposed to be your time to take over you get punished for trying to "go all in" as someone else put it for the win, which is completely valid. For the people who think the card isn't a problem in that deck or think that players including myself don't understand how to play around it just wait until we get closer to the rotation and we'll revisit this to find out that you agreed with me all along. Thank you for your consideration.
Google search: Is Hearthstone free to play?
"Play around MC Tech" meanwhile, Shaman is doubling the battlecries of minions that do 3 damage to face while flood their board and generating spells, minions and health buffs twice.
Just came out of a mirror match which was the funniest thing ever.
One minion (the little fair-weather traitor) switched board sides about 5 times during the match! HAHAHAHAHA!
MCT has been a discussed card since the early days of Hearthstone and will continue to be.
It sucks to be on the receiving end of it, for sure, but it's having a time-to-shine, which happens to many cards which dont always see play until the right deck comes along.
You may not like the answer - to play around it - but it's the correct one. When you see Quest Shaman, you know he has this tool.
And it doesn't just mean limiting your board to 3 minions.
There are other ways around it also:
- play a board full of big minions (the loss of one shouldn't hurt too much if you have many more);
- play lots of low health minions (Honestly, zoo decks really shouldn't bat an eyelid at MCT. He stole your Flame Imp? Kill it and play more minions - that's what the deck is designed for)
- make meaningful trades that guarantee that whatever is stolen can be dealt with.
- Hold onto a spot removal / AoE clear in case the opponent steals your big uber minion, or steals a couple of them (with double HP)
ThErE iS a sALt tHrEaD wHeRE yOu CaN diSCuSs iT
MCT is one of the game's neutral AoE-cards, and it's incredibly important to the game's health. Whenever Aggro goes rampant, this card spikes in play-rate.
However, and this is where I'll agree with you: Quest Shaman can do braindead things with this card. They run two copies, which means you always need to be wary of its existence. In addition, they can use Barista on it, and they have Shudderwock as a reminder. In other words: the Battlecry effect is strong, but healthy. Except when used to the extent of usage in Quest Shaman.
Dad, husband, gamer, fueled by coffee.
Currently playing Dragon Galakrond Priest, Dragon Galakrond Warrior and Highlander Dragon Hunter.
MCT was certainly unhealthy in regards to Arena, thus rightfully banned (although I still ran into a handful decks which had him some time ago)
But when it comes to Constructed I don't think the card is as problematic, unless you're playing a Midrange deck but then again you know you're up vs. Quest Shaman and have to expect that MCT is going to come down at some point. It's similar to Rat Trap, can be as punishing but also as easy to play around. As other people already said, if you're playing quite aggressive decks such as Token Druid, Zoolock or Murlocs you wouldn't even care about one or two minions being stolen. Just summon a couple more and kill your opponent.
This is the card with a dismal 48.3% played winrate on HS replay right? A worse played winrate than Murloc Raider? Okey doke, sounds like a legit complaint.
MCT Is one of those cards that sucks like 80% of the time you play it / it gets played against you but it's the 20% when you or your opponent gets the best minion that really stings. This is a great example of the Availability Biase and how it affects our perception because nobody ever remembers when their opponents got the crappy 1/1's from MCT. But we always remember losing because MCT stole the one minion that gave our opponent the out to win the game.
As a card MCT can be super tilting / wonderful depending which side of the board you're on, but it has its place in the meta and, imo, should not be HoF'd or changed. The often infuriating randomness makes HS the game it is.
Missing lethal since June 2015.