Destroy the enemy hero should not exist

Hello! First time I post here in the forums. I strongly believe that destroy the enemy hero effect should not exist. Yeah i"am talking about arthas horsemens and mecha"thun.Why? Because the only way to counter them is aggro decks. The slow control decks are doomed because eventually your hero will be destroyed. I dont have problem with any other card or effect even with tickatus. But again this game literally forces you to play aggro

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You can also play and destroy cards from their hands with dirty rat, hecklebot and maybe saboteur.
Edit: Also the new Vol’jin.

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I remember the first time I played against Mecha’thun. I really thought I was about to win when I saw my opponent enter fatigue, then I died, and I had no idea what had happened. Mecha’thun is seriously such a fun card. It makes you play completely differently than most other Hearthstone matches. It’s also just fun when you pretty much destroy everything to win.

I’ve been playing Mecha’thun a lot lately with the new Vol’jin, but I’ve also had my Mecha’thun plans thwarted by Vol’jin and dirty rat. Also milling Mecha’thun ruins my game.

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lets be honest here: if you cant put pressure on your opponent before he has drawn his entire deck, then you were probably losing anyways. similarly, if your opponent has time to undisturbed assemble all horsemen then you were likely losing anyways aswell

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I personally have no problem at all with these decks (cards) existing.
A lot of Mechathun Warlocks wrecked my Taunt Druid, which is why I stopped playing it. But that was in lower ranks before I crafted a Tier 1 deck. In higher ranks, I don’t meet Mechathun Warlocks.
I may have met one or two hero Uther paladins but it’s a relatively weak deck compared to others out there so I have no problem with it.
The really powerful decks are not the ones that have 9 or 10 mana cards as their win conditions.

Brann +Rat, Illucia, Ticatus, coldlight oracle (ok generally not feasible) even the new legendary (Horseman needs combo pieces),and the list is even longer
(in case of Mechatun, a well placed Albatross wins you the game, just saying)

And are Mozaki and Malygos Druid better in your eyes?

Mechatun rogue can close the game reliably at turn 7 or 8 (as early as turn 6 with highrolls) which is just fast enough to win vs most common control decks (ofc, the deck is still horrendous vs aggro and a tier 5 deck)

what magical card are you using to draw all your deck at turn 6?

`https://www.youtube.com/watch?v=2UCiaaJD9Bw&t=535s`

Myra’s unstable element, 8:20. Before secret passage was nerfed, double secret passage turns worked as well (though was luck dependent, still possible today but risky)

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Guess you’ve never heard of control? Lol I don’t agree with the OP either, but you’re just ignorant.

im well aware of control. unlike you however i know that when you play control into otk you need to play for tempo instead of playing a slow fatigue game (and yes, if you are an actually experienced player then you will know early what type of deck you are playing against).

all you need to do is to play one of the worse mechathun decks, play a legendary on t4/5 to reduce another legendary, so you can play a 3rd legendary card at your next turn to empty your deck, and have secret passage ready with a specific weapon at one charge. all while dodging anti-combo cards like dirty rat and illucia. :thinking:

I have said that it is tier meme deck, all mechatuns decks are; malygos druid is the most reliable and fastest otk deck and a million times better than any mechatun deck.

The version with coldlight oracle, shadowstep and swindle has no defense whatsoever (with perhaps 1 cloak), but will reliably draw your legendaries in time (generally you can use 1 secret passage if you lack a legendary card.

In practice, this deck beats control and has a 2 % win rate vs aggro decks (mechatun warlock is better in that regard, but needs longer), yet it doesn’t change the fact that it beats control (most control decks are anyway meme decks…, just like in standard) Jade druid just loses and Renolock needs a lucky rat pull. (not a guarantee either), BP loses as well, like odd Warrior.

Certain control decks have no tempo whatsoever until turn 6, or no at all like odd warrior. /sittingduck (oh, btw I have put the polymorph secret in my control mage decks for this very reason, just use it after the jepetto turn, bb aviana)

I often get beaten on my aluneth secret mage (pre madness patch deck) by four horsemen deck and mecha’thun warlock, I want to say they are at least viable archetypes and if played well can still be quite good.

That said, destroying the hero in these ways is about the only unique interaction left in the game. Also it can beat aggro some games and it can beat control some games, it is not as rock paper scizzors as you are all stating, you treat these decks like they can only be built one way. With new cards, the plan tends to change.

I had actually just spent my 2,000 gold on trying to unlock mecha’thun, though boomsday is probably the best wild set to collect and I got so many valuable epics and I got Zilliax which also seemed like a solid pickup and possibly intend to craft the mecha’thun card sometime this year if I still find it interesting after finding a time to hit the pity counter.

I second that:

This game is all about destroying the enemy hero. A Card like that drives the whole game idea ad absurdum. It’s like giving one soccer team a special ball saying: “Here, kick it, and you win the game” - can’t beliefe the Hearthstone game designers make such a bloody mistake…

Maybe mechathun can be cheeses annoyingly time to time, but pally hero power rarely goes off.

I think I’ve seen it go off MAYBE 10 times all through KOFT-now.

The priest quest does concern me though if the meta slows down. despite having a piss poor winrate, that’s only on account of the meta.

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Hi! With all due respect I disagree only because I rarely lose to those cards. They are fun, but remember everything has to as planned to make them work. It’s not easy in fact, C’Thun has rarely killed me.
A player has to build an entire deck around them and hope that the synergy isn’t broken, as in Highlander players. So, those aren’t the cards that will keep you,losing. The little common murlocs and paladins with 1 mana minions and druids with their treants. Those are the decks that really win consistently. That’s my personal experience. I’m at diamond 5 and won’t make legend because I concede to warlocks with their ridiculous quest. Im protesting even though it’s hurting my chances. But…it’s just a game right?

If a person manages to let their opponent use the kill cards, that’s on them tbh.

Also nice necro.

It’s a little like Harry Potter playing Quidditch and making great plays but the person who catches the snitch wins…uhm. What? It’s literally “i win” yes you worked hard you played well but I caught the snitch.

Alrighty. I’ve always been priest player. But this is just stupid card. Instant win. Anyone trying to defend this card is just a straight up retard.

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Yep that’s why I just quit. Thank you blizz and farewell.

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I think that says it all.