Another astronomy use for this is to put play general tempo decks and get ahead on the board and play zihi to cut down on your opponents counterplay options.
- Zennai
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darkprime140 posted a message on What to do with Mojomaster Zihi?Posted in: Card Discussion -
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Eshkunishi posted a message on Replicating MenacePosted in: Replicating MenaceT I T T Y B O T
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IambicAvenger posted a message on Mecha'thunPosted in: Mecha'thunWhat are the various ways we can trigger Mecha'thun in standard? (Asking about standard, because ET in Wild makes the problem far easier.) But we have Galvanizer to help a little with cost reduction. Here are some (mostly bad) ideas:
- Druid: Reduce the cost of Mecha'thun by one and play him with Naturalize.
- Hunter: Reduce the cost of Mecha'thun by two and play him with Goblin Prank.
- Mage: It's easy to draw through your deck, and you can copy Galvanizer with Simulacrum, so reduce cost on Mecha'thun down to 6 and use Snap Freeze alongside Frostbolt or a second Snap Freeze to kill him.
- Paladin: Reduce the cost of Mecha'thun by two and of Skaterbot by one, play with Equality to ram a 1 health Mecha'thun into any enemy minion.
- Priest: Make Mecha'thun one of the two only deathrattles in your deck, get him killed, use Twilight's Call to bring him back and Spirit Lash to re-kill him.
- Rogue: Reduce the cost of Mecha'thun by two and play him with Backstab + Preparation + Eviscerate + Eviscerate (Edit: fixing this original combo, which does't work:
Preparation + Assassinate). - Shaman: Use Murmuring Elemental to boost cost reduction to 4, use 2x Crushing Hand to destroy him.
- Warlock: Reduce the cost of Mecha'thun by two, use Bloodbloom + Cataclysm.
- Warrior: Not really sure this is possible. If you could reduce the cost of Mecha'thun by three, you could use Bring It On! and Shield Slam, but I'm not sure where you're going to get the extra mana or cost reduction in standard. If you already had armor and Dr. Boom up, you could rush Mecha'thun into an enemy minion and just use the Shield Slam to finish him, but it seems unlikely.
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IambicAvenger posted a message on Mecha'thunPosted in: Mecha'thunI considered Execute, but it explicitly says that it has to target enemy minions :(
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AokiNaptune posted a message on Replicating MenacePosted in: Replicating MenaceIt's a robot with boobies.
What are you doing Blizzard -
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CrovaxTheCursed posted a message on New Paladin Card Reveal - Paragon of LightPosted in: NewsKeleseth likes this card.
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Sylicas posted a message on New Hunter Card Reveal - ToxmongerPosted in: News"Play a minion" - Means playing it from your hand.
Playing a spell that summons a minion will not give them anything at all.
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Maxtercesar posted a message on New Hunter Card Reveal - ToxmongerPosted in: NewsQuote from Dongstructo >>Yyyyyyeah. You PLAY your cards from your hand. You SUMMON minions from your hand or with spells. Unleash the Hounds is PLAYING a 3-cost spell and SUMMONING X amount of 1-cost hounds. Understand the distinction?
let me guess
rank 25? -
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nightcallhere posted a message on New Hunter Card Reveal - ToxmongerPosted in: NewsYou gotta check urself before rekt urself man. It says " Whenever you PLAY " not summon.........
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AtaiSama posted a message on New Priest Card Reveal - Coffin CrasherPosted in: Newsin wild: Dragon priest: Deathwing, Dragonlord in hand since the beginning+ Coffin Crasher = gg turn 6
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He's used in combo decks, primarily Mecha'Thun Priest. Any Mecha'thun deck can make use of him after drawing your combo pieces, might be able to also find a home in Holy Wrath Paladin.
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Standard rotations happen with the first expansion of each year. It will not be with the next expansion happening in the fall of this year, but with the first expansion which would arrive likely in March or April of 2019.
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Optimally you want to pull a large taunt first, such as Ironbark Protector, followed by other large taunts and Kel'Thuzad to revive them. The large taunts will prevent Chromaggus from attacking your Alarm-o-Bot.
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The strategy that worked for me was a Druid deck consisting of big minions, Alarm-o-Bot, and Innervate. It requires a lot of resetting until you get the perfect mulligan that lets you Innervate Alarm-o-bot on turn 1. From there, draw big minions and keep playing Alarm-o-bot every time it bounces back into your hand. Works wonders using lots of other adventure cards like Chromaggus and Kel'Thuzad, as well as some big taunts.
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I forgot this card existed. Maybe this could see play in Wild with a Baku Mage? It works perfectly as removal with the upgraded hero power.
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Taunt Druid can use him to get another Hadronox, if not running Oaken Summons. A Mecha'thun Druid could also run Floop as a low-costing way to trigger the deathrattle, allowing a combo without Galvanizer and Naturalize to dodge Skulking Geist.
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Warrior can use 2x Galvanizer to reduce Mecha'thun's cost by two, then Inner Rage + Execute.EDIT: Thanks for correcting me, execute only targets enemy minions.
There could be a possible combo using The Boomship with Mecha'thun, Spiritsinger Umbra, and Ticking Abomination. If Umbra's effect triggers the Abomination, then you only need to deal 1 damage to the Abomination, with hitting an enemy minion, or using Whirlwind or Inner Rage.