Ice Block should work on Mecha C'Thun

It would change the game dynamics a lot.

It would make the game more interesting.

Play Hakkar. Neutral counter to Mecha’Thun.

Short of discounts how does Hakkar counter a deck that can combo on turn 7/8? Not to mention if you do manage to get them in there before the combo, Hemet clears them anyway. It’s not a very relaible counter is all I’m saying.

Neither would ice block, plenty of ways to remove a secret.

A part of climbing in ranked is to adapt your deck with certain tech cards when you encounter a archetype more often.
A dirty rat is still played because some of the OTK decks are one of the best decks in wild.

A turn 3 victory because i burned his antonidas makes me feel warm and cozy inside :stuck_out_tongue:

I understand the logic of why Ice Block doesn’t work. Ice Block is triggered by taking lethal damage, but Mecha’Thun doesn’t do any damage—it just kills you. (Other “on taking damage” effects, like “Eye for an Eye”, also aren’t triggered.)

As to whether they should make an exception so Ice Block does work… Nah, it’s not like Mecha’Thun is overpowered (it isn’t running away with the Wild meta as it is), and Ice Block is plenty powerful already.

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As Anathemos said, it triggers when you take damage. Mecha T’hun, like the four horseman with Uther, are an instant kill when the conditions are met. I think changing Ice Block would not do anything, since it’s only in mage, and it would change the flavor of certain cards. Making a card able to block an absolute win condition would not make it absolute anymore, for example. Other than the fact that if it could, Mecha T’hun decks would instantly concede against mage, that is even very popular for what i know in wild.
There should be enough tech cards to counter the deck, if you meet it so often. Saboteur forces a spell, therefore it could trigger the blossom or the cataclysm right away. Dirty Rat can pull out Mecha T’hun himself or any minion needed to pull the full combo. And depending on the class you play there are other cards useful such as Duel! or the shaman one that forces both players to put minions on the board. Mage has the secret that transforms minions into sheep when played, you could try and time it correctly to counter the enemy. I’m sure thinking about it many other possibilities will emerge.

NOTHING beats a deck that can combo on turn 7/8.