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.
The basis of winning HS has been "cheating" for a long time.
Ramp, Overload, Resurrect, Barnes etc ways for playing more mana worth than you should in a turn.
It's not a fair or balanced game.
This is called tempo dude ....mana advantage
Why do you even bother answering to this perma troll ?
And for the topic I think MCT is healthy for the game. It's a way for decks that don't have good AoEs such as Druid, or Quest Shaman, to have an answer to board swarm. Throughout Hearhstone it has been used in many decks and never was bullshiting op.
Even in Shaman now I don't see how this is a problem. A lot of decks can either play 3 minions max, or can afford to have one of their tokens stolen. You can also bait out the MCTs by playing a 4th minion on a pretty shitty board, they steal a shitty minion, then you can swarm.
MCT in that deck is just a powerplay "sometimes" but every deck has it's powerplay. Is it better than turn 5 two 5/5s rush ? Is it better than 3 mana 3/3 + 5/5 ? Zoo for example is a swarmy deck, and even though if you get mcted it hurts, it's not the end of the game.
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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.
Why do you even bother answering to this perma troll ?
And for the topic I think MCT is healthy for the game. It's a way for decks that don't have good AoEs such as Druid, or Quest Shaman, to have an answer to board swarm. Throughout Hearhstone it has been used in many decks and never was bullshiting op.
Even in Shaman now I don't see how this is a problem. A lot of decks can either play 3 minions max, or can afford to have one of their tokens stolen. You can also bait out the MCTs by playing a 4th minion on a pretty shitty board, they steal a shitty minion, then you can swarm.
MCT in that deck is just a powerplay "sometimes" but every deck has it's powerplay. Is it better than turn 5 two 5/5s rush ? Is it better than 3 mana 3/3 + 5/5 ? Zoo for example is a swarmy deck, and even though if you get mcted it hurts, it's not the end of the game.