In nearly every previous meta, tech cards felt useful. Your opponent may have 4 minions on board and you could punish him with a Mind Control Tech. If your opponent played a giganto-mech or an annoying taunt, you could silence it and it would be impactful. Big Game Hunter even had his place. Cards like Dirty Rat and Coldlight Oracle were so impactful they were rotated out. So, where are we now?
Well, in the current state of the meta, let's look at these cards...
Mind Control Tech: Your opponent can REGULARLY go from 0 minions to 7 minions on board (mostly trash minions), making the likelihood you will steal one that matters very low, or they will plop out a couple massive minions (like DQ Alex). In either case, MCT is essentially a zero to low impact card. However, it's still probably the best "tech" card of the bunch because it's at least a 3 mana 3/3. Even by today's standards that's still pretty low value.
Silence: There's too many cards to count in the current meta that are either buffing, magnetic, taunt, deathrattle, etc. Running silence in your deck literally just feels like a waste of a card slot. Priests just resurrect anything you silence UN-silenced, Druids have an entire deck that's build around a never ending "un-targetable" dragon train (3 of which are new cards), Paladin has literally an entire arsenal of low-cost minions that are either annoying or magnetic, etc. Owl is a 3 mana 2/1, which is awful in nearly every case, Spellbreaker is a 4/3 that is so easily dealt with for 2 mana or less. This allows your opponent to just kill your minion and still pile on more stuff that needs to be silenced. A rusher with silence or something that silences multiple enemies may be more "balanced" with the current meta. Ironically, the best use of silence I've found in the current meta is to build a deck around detrimental "big" minions and use the silences to remove my own minions detriment (Like Ancient Watcher and Soldier of Fortune).
Big Game Hunter: BGH has always been underwhelming. However, now, your opponent can play Galakrond, Conjurer's Calling, Togwaggle, or any of the number of different ways to get 2 (or more) minions that have 7+ attack. IF you have BOTH BGH in hand, then you need to spend your entire 10 mana turn playing what amounts to two 4/2 bodies that can be completely negated by trading any of the remaining 1 or 2 mana minions or spending less than 4 mana worth of removals. Or, if it's a Shaman, he just simply plays Shudderwock and gets them right back again, leaving you with no answer. At the very best, BGH just delays your demise by a turn, but in ALL cases, a 1 mana minion or spell can easily deal with a 2 health minion and still allows your opponent a chance to develop and refill the board.
I could go on and on listing all the tech cards in the game and illustrating their lack of value, but the one thing they all have in common is given the state of the current meta and average power level of the new cards being outrageously higher than previous sets, they are all underwhelming and cost more than they should for their current level of impact or minion stats in the current meta. The one thing it seems Blizzard overlooked when they attached a "value" to these cards is that you have to REMOVE other potentially useful cards from your deck in order to include these tech cards.
Anyway, it seems to me like making tech cards matter again could both potentially solve a problem of "balance" and also make veteran players a little less disinterested in the current meta because their competency in using tech cards or building a deck that counters the reliance on massive high-roll swing turns out there from the current "meta" decks. That's just my 2 cents. Thanks for listening.
Never thought about this. But i agree 100% i believe silence may only be relevant if ur playing aggro. Weapon ooze was very relevant pre nerf to shaman and warrior
I mean, it’s all about how core the mechanics are that are running the game. For example, Battlecry cards are all the rage these days, so Boompistol Bully is gonna make a splash. It might not always, though. Same deal with stuff like Platebreaker, where the effect is super strong but it sees 0 play because what it preys on isn’t strong. Now if the tech is flat-out not enough, that’s its own problem. But cards like Golakka Crawler are still used in Wild builds sometimes, as is Loatheb.
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"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Tech cards are fine, they become a problem when everyone runs them. If you have a problem with late game, just play an aggro deck and win by turn 7 or play warlock and run twisting nether or warrior brawl to deal with any board.
There are so many good cards available by now that they should unnerf gelbin mekkatorque(poultryizer), giggling inventor, undertaker, equality, blade flurry and the caverns below(5/5).
99% of the time playing tech cards lowers your winrate
This is literally some bogus fact. Sure, if you put crab in your deck and murlocs are nowhere that's bad, but teching to accommodate to whatever meta you're playing in definitely increases your winrate.
You need to know what to tech and when. You think that if murloc shaman had a 60% winrate and was all the rage putting hungry crab in your deck would lower your winrate? If murloc shaman was as prelevant as galakrond shaman was at launch, and you're playing it every other or third game, you'd have a lower winrate for including it?
99% of the time playing tech cards lowers your winrate
sad but true
Rollback Post to RevisionRollBack
"because democracy basically means government by the people, of the people, for the people, but the people are retarded. So let us say: government by the retarded, for the retarded, of the retarded." - Osho Rajneesh
In nearly every previous meta, tech cards felt useful. Your opponent may have 4 minions on board and you could punish him with a Mind Control Tech. If your opponent played a giganto-mech or an annoying taunt, you could silence it and it would be impactful. Big Game Hunter even had his place. Cards like Dirty Rat and Coldlight Oracle were so impactful they were rotated out. So, where are we now?
Well, in the current state of the meta, let's look at these cards...
Mind Control Tech: Your opponent can REGULARLY go from 0 minions to 7 minions on board (mostly trash minions), making the likelihood you will steal one that matters very low, or they will plop out a couple massive minions (like DQ Alex). In either case, MCT is essentially a zero to low impact card. However, it's still probably the best "tech" card of the bunch because it's at least a 3 mana 3/3. Even by today's standards that's still pretty low value.
Silence: There's too many cards to count in the current meta that are either buffing, magnetic, taunt, deathrattle, etc. Running silence in your deck literally just feels like a waste of a card slot. Priests just resurrect anything you silence UN-silenced, Druids have an entire deck that's build around a never ending "un-targetable" dragon train (3 of which are new cards), Paladin has literally an entire arsenal of low-cost minions that are either annoying or magnetic, etc. Owl is a 3 mana 2/1, which is awful in nearly every case, Spellbreaker is a 4/3 that is so easily dealt with for 2 mana or less. This allows your opponent to just kill your minion and still pile on more stuff that needs to be silenced. A rusher with silence or something that silences multiple enemies may be more "balanced" with the current meta. Ironically, the best use of silence I've found in the current meta is to build a deck around detrimental "big" minions and use the silences to remove my own minions detriment (Like Ancient Watcher and Soldier of Fortune).
Big Game Hunter: BGH has always been underwhelming. However, now, your opponent can play Galakrond, Conjurer's Calling, Togwaggle, or any of the number of different ways to get 2 (or more) minions that have 7+ attack. IF you have BOTH BGH in hand, then you need to spend your entire 10 mana turn playing what amounts to two 4/2 bodies that can be completely negated by trading any of the remaining 1 or 2 mana minions or spending less than 4 mana worth of removals. Or, if it's a Shaman, he just simply plays Shudderwock and gets them right back again, leaving you with no answer. At the very best, BGH just delays your demise by a turn, but in ALL cases, a 1 mana minion or spell can easily deal with a 2 health minion and still allows your opponent a chance to develop and refill the board.
I could go on and on listing all the tech cards in the game and illustrating their lack of value, but the one thing they all have in common is given the state of the current meta and average power level of the new cards being outrageously higher than previous sets, they are all underwhelming and cost more than they should for their current level of impact or minion stats in the current meta. The one thing it seems Blizzard overlooked when they attached a "value" to these cards is that you have to REMOVE other potentially useful cards from your deck in order to include these tech cards.
Anyway, it seems to me like making tech cards matter again could both potentially solve a problem of "balance" and also make veteran players a little less disinterested in the current meta because their competency in using tech cards or building a deck that counters the reliance on massive high-roll swing turns out there from the current "meta" decks. That's just my 2 cents. Thanks for listening.
Never thought about this. But i agree 100% i believe silence may only be relevant if ur playing aggro. Weapon ooze was very relevant pre nerf to shaman and warrior
I mean, it’s all about how core the mechanics are that are running the game. For example, Battlecry cards are all the rage these days, so Boompistol Bully is gonna make a splash. It might not always, though. Same deal with stuff like Platebreaker, where the effect is super strong but it sees 0 play because what it preys on isn’t strong. Now if the tech is flat-out not enough, that’s its own problem. But cards like Golakka Crawler are still used in Wild builds sometimes, as is Loatheb.
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
Tech cards are fine, they become a problem when everyone runs them. If you have a problem with late game, just play an aggro deck and win by turn 7 or play warlock and run twisting nether or warrior brawl to deal with any board.
There are so many good cards available by now that they should unnerf gelbin mekkatorque(poultryizer), giggling inventor, undertaker, equality, blade flurry and the caverns below(5/5).
99% of the time playing tech cards lowers your winrate
This is literally some bogus fact. Sure, if you put crab in your deck and murlocs are nowhere that's bad, but teching to accommodate to whatever meta you're playing in definitely increases your winrate.
You need to know what to tech and when. You think that if murloc shaman had a 60% winrate and was all the rage putting hungry crab in your deck would lower your winrate? If murloc shaman was as prelevant as galakrond shaman was at launch, and you're playing it every other or third game, you'd have a lower winrate for including it?
sad but true
"because democracy basically means government by the people, of the people, for the people, but the people are retarded. So let us say: government by the retarded, for the retarded, of the retarded." - Osho Rajneesh
Dragonmaw Poacher kills embiggen druid though
Reason why decks full of tech cards (Control Warrior) don’t work right now
This is literally the point of my post.