Rise of the Mech!-Event! A new Mech Legendary and... Card BUFFS!?!

TLDR:
Druid:
Gloop Sprayer to (7) Mana. (Down from 8)
Mulchmuncher to (9) Mana. (Down from 10)

Hunter:
Necromechanic to (4) Mana. (Down from 5)
Flark’s Boom-Zooka to (7) Mana. (Down from 8)

Mage:
Unexpected Results to (3) Mana. (Down from 4)
Luna’s Pocket Galaxy to (5) Mana. (Down from 7)

Paladin:
Crystology to (1) Mana. (Down from 2)
Glowstone Technician to (5) Mana. (Down from 6)

Priest:
Extra Arms to (2) Mana. (Down from 3)
Cloning Device to (1) Mana. (Down from 2)

Rogue:
Pogo-Hopper to (1) Mana. (Down from 2)
Violet Haze to (2) Mana. (Down from 3)

Shaman:
The Storm Bringer to (6) Mana. (Down from 7)
Thunderhead to 3/6/ (Up from 3/5)

Warlock:
Spirit Bomb to (1) Mana. (Down from 2)
Dr. Morrigan to (6) Mana. (Down from 8)

Warrior:
Security Rover to 2/6 stats. (Up from 2/5)
Beryllium Nullifier to 4/8 stats. (Up from 3/8)


Copy-pasted from US forums: https://us.forums.blizzard.com/en/hearthstone/t/vard-bufs-mech-event/6344/16

New Legendary: SN1P-SN4P
3 Mana, 2/3
Mech
Magnetic, Echo
Deathrattle: Summon two 1/1 Microbots.

“Log in to the Rise of the Mech event by anytime between June 3 and July 1 and earn a golden copy of the new neutral Legendary Mech, SN1P-SN4P! Crash this clawed clunker into another Mech to build a behemoth of a bot, then do it again!”

My thoughts: Umm… Eeer… Card… Buffs? Excuse me, but WHAT??? :scream::scream::scream:

Too many changes to give my thoughts on anything at this point! :dizzy_face:

4 Likes

One thing that I will say at this point is that I’m slightly disappointed that high cost Rogue spells, most notably Sprint, Necrium Vial and maybe something like WANTED! were not buffed to compensate for the Preparation nerf. :confused:

But I guess the idea here is to buff cards that see next to no play whatsoever.

Well they’e specifically only buffing Boomsday cards so Sprint and WANTED! were never going to be buffed in this lot.

It’ll be interesting to see how many of these see play after the changes.

My immediate thought with the free legendary is the double magnetic on Zilliax on turn 6 and can they please remove the rush from Dr.Boom :grin:

…the value ***** in me, what’s to know if we’ll get full dust for the changed cards. There is president from release the hounds but that was “pre-release” so I doubt it.

Oh! True! I didn’t even realize that until you stated that! :stuck_out_tongue:

Pfft! If anything it would only make sense that they took dust from us to ‘compensate’ these buffs. I mean, when cards are nerfed we get dust, so when cards are buffed we lose some, right? Kappa

Someone on the US forums just discovered a broken combo you can potentially do with SN1P-SN4P as Priest;
Turn 4: Coppertail Imposter
Turn 5: Reckless Experimenter + infinite Sn1p-Sn4ps stats.

And you thought turn 3 8/8 Edwin was bad. Good luck trying to kill a Stealthed Mech with 30+ attack and health next turn! :scream:

We might be in trouble, folks, unless Blizzard does something before these buffs and SN1P-SN4P go live.

Wow, how’d they miss that leaving any mech in play give’s an infinite buff with just a 2 card 5 mana combo lol.

1 Like

Some of these will need a nerf after the buff
Also
Where is the classis and basic cards buff?

Bro! Im losin my mind rn! Blizz buffing cards?

A R E - Y O U - S E R I O U S - ?

Well it wouldnt be stealthed since a turn would have passed abd it would be de stealthed and your not going to be killing it since youd be dead and if not, if somehow you live, wouldnt the " die at the end of your turn " effect be magnetized so the mech would just die, youd get a board of 1/1s
Would still be a broken combo, i feel like priest always seems to be the class with ridiculous op combos like getting any big health minion with priest to survive a turn with no taunt on board and then just double its health once or twice and we all know what happens after that, or wild priest, just rez everything or have a deck dedicated to summoning the ancient one, or just board full of vargoth and cast one mind blast
I may or may not have one of said decks but its fine, i only torture friends with them

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Luna’s Pocket Galaxy being reduced to 5 cost…….that’s surprised me more than anything. I know you’ve still got to draw it but that’s insane!

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1 mana Kalecgos FTW :sunglasses: Necromechanic looks nice too, cheap and a balanced statline, prolly will see play in mech hunter with Nine Lives.

My only concern with Necromechanic is that 2 Hunter archetypes have been quietly topping the meta tier list for a couple of weeks now, under the radar due to the outcry against the likes of rogue and warrior being supposedly ‘broken’. Is buffing a double deathrattle card going to push particularly mech hunter just that little bit too far? I can understand most of the other card buffs to try and make priest/paladin/alternative druid archetypes more viable, but buffing the top ranked class in the meta currently seems a bit redundant imo

After thinking about these buffs some more and listening to other people’s opinions here are my thoughts on some of these changes:

The buff that I am most excited about is Necromechanic because Deathrattle Hunter is my favorite deck archetype currently, so I am a little biased. :stuck_out_tongue:
But I do recognize that there is a risk of the deck getting out of hand. The minion is basically like Houndmaster Shaw: hard to kill on turn 4-5 and can get out of hand if not dealt with quickly.
Flark’s Boom-Zooka I don’t think is going to be relevant. If it was 6 or even 5 mana, like Luna’s Pocket Galaxy, then I could imagine the card seeing play. But I think that Blizzard’s fear was that the card would be used as a ‘Recruit’ mechanic in a way to try and cheat out Deathrattle Minions such as Mechanical Whelps and Savannah Highmanes and not only kill your opponent’s stuff but also get high value minions on your own board.

Unexpected Results got a whole lot better and is easier to get use of and combine with Khadgar. If it’s not going to be good enough as a card on its own in your deck it’s going to be a good pick from discovery effects at the very least. Because of this change it can also be Discovered from Magic Trick.

As a Pogo Rogue enthusiast I sadly don’t think Pogo-Hopper is going to be good enough even for just one mana. Pogo Rogue would still have issues staying alive long enough to get the value from Pogo-Hoppers.
Violet Haze change is irrelevant. Makes it less bad choice from Ethereal Lackey’s Discovery effect. But you will still not want to run this card because your average Deathrattle Minions are still bad.

Spirit Bomb is potentially going to be a better Soulfire and cheap enough to synergize with cards such as Nethersoul Buster and Deathweb Spider.
Dr. Morrigan, while still not amazing, seems good enough to be at least considered adding to your deck because stat-wise 6 mana 5/5 is solid.

Crystology and Thunderhead are the biggest surprises here because these two were already solid cards and saw quite a bit of play but Blizzard still decided to make them even better. Maybe even too good but we’ll see.

The buffs I am most worried about are Gloop Sprayer, Security Rover and Beryllium Nullifier. The former because I can already imagine people trying to use it on Lucentbarks and create this endless Taunt-wall. I’m getting flashbacks from the Year of the Raven’s Taunt Druid…

And the latter two because Warrior is very strong currently. Although there’s two things we must remember; 1. Warrior is currently strong because Rogue is strong. Warrior is popular because it counters Rogues but not much else. So, because Rogue gets nerfed, Warrior gets indirectly nerfed as well.

And 2. Security Rover and Beryllium Nullifier are not played in decks as their own individual cards. You mostly see Warriors getting them from Discovery effects from Dr. Boom, the Mad Genius and Omega Assembly. But never played from their decks. And these buffs to their health/attack aren’t nearly as big as decreasing a card’s mana cost so I am not too worried. But wary of these buffs.

2 Likes

There might be some hope for pogo hopper, simply because at 1 mana witchwood piper will always draw it. Still probably too slow but I guess it depends on the meta.

Spirit bomb is worse than soulfire, simple because it can’t go face. Still maybe zoo will run both as it’s great early game tempo.

…5/5 for 6 is not solid.

Yeah the big thing about the gloop sprayer change in heal druid is that it’s made Psychmelon a lot better. Still if that deck starts to do well, then your see spellbreakers return and then it’ll disappear again.

Yes, I took Witchwood Piper into consideration. It’s still going to be too slow and Rogue has no self-sustain in form of heals outside of Zilliax magnetized on a bigger Pogo-Hopper.

Depends how you look at it. It’s less risky because you won’t discard a card. But worse because you can’t go face with it, that’s true. Plus the synergies I mentioned earlier, which may or may still not be good enough, admittedly.

Maybe ‘solid’ was not the best choice of words. It’s not AMAZING or even great. Just decent. That’s better. At least I wouldn’t feel bad for playing it. Especially with a Deathrattle effect like that.

Well, damn. Didn’t even think about that. I consciously thought Psychmelon as a Wild card in a way cos I don’t think I have ever seen it played in Standard! xD

Also; I really wished they had buffed Necrium Vial over Violet Haze to help Deathrattle Rogue to become better and partly to compensate for the Preparation nerf.

It does start getting a bit dangerous with it being at 4 mana. Maybe it means Rogue can get some good deathrattles in the last 2 set of this year to make it viable again, like when cube was about.

That’s definitely the most intriguing part of the prep nerf. How long will it take before Rogue gets some good late game spells, now that you don’t have to take prep into consideration. (I know prep is still there but a 2 mana discount for losing a card/deck slot is a big enough price to practically ignore it).

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Very nice, insightful post…love it :slight_smile:
No comment on Luna’s Pocket Galaxy? It was barely playable at 7 cost, but I wonder if 5 cost is too cheap?

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Personally I think it’s still not going to be that amazing. Would you feel good paying 5 mana on turn five to do nothing? It’s a huge tempo loss. And then you would have to draw cards efficiently, be it with Arcane Intellect or Book of Specters. Sounds still clunky to me.

And the later you play it, the less value you get from it.

I’m still not sure it’s good enough. If the meta lets you play it and not die, then it’s obviously good. However it kinda has the Japetto problem where when it’s draw makes such a big difference, that I’m not sure you can justify running it in a serious deck.