Suggestion - Remove Mechs and Pirates from Battlegrounds - I mean you essentially have done that already might as well make it official

Not sure I believe the hype either. I normally get 1st or 2nd with poison murlocs vs 2-3 elemental heavy opponents. When I get second it is to bomber mech comps or bomber demon comps because they had zero competition.

So Bling, let me get this straight, in a thread complaining that Mech, Beasts, Pirates and Demons are not very good because Elementals are too strong.

Your big point is to say, I wasn’t playing any of them, I was playing a completely different build and I normally get first with that build, you know, that build you didn’t mention because it has been one of the strongest builds in the game since it started.

Really persuasive there, no you have completely changed my mind…clearly pirates are fine.

I said what I did to prove this whole post is overly dramatic and pointless. Much like the previous post of yours…

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Like most of mine had they archived them.

The point of my response was to show you how your post had not proved that it was overly dramatic.

I find pirates enjoyable: you can actually have a plan to make your board better and you want to triple many things

But mechs… what are you supposed to do with them? They don’t have any special unit; ok, they have the “gain divine shield guy” and “buff when a mech dies” guy, but they are terrible and scales too slow if you compare with literally any other tribe.

Tier 6 “summon the first 2 mechs that died” isn’t even good since there are no valuable deathrattle and they don’t keep their buff.

Foe reaper it’s a weaker version of beast and elemental cleave: it has better initial stats, but since it’s a T6 you won’t find it in time to buff it, while beast and elemental tribes have a cleave minion on T4.

I think they should rework mechs, because they are not even fun to play (very limited options)

Divine shield is there to make high damage/low health minions more relevant. It essentially doubles their attack stat. That’s why the major buff card for mechs just buffs attack by a considerable amount for ALL mechs. Before power creep mechs have always been solid choices and before the nerf to some of the earlier cards, mechs were incredibly OP. Now that health buffing is rampant, they are less strong but still doable if you don’t rush for 6 and instead farm shields and attack boosts. I do agree they need to add a mech in between 6 and 3 somewhere that is a taunt minion, has decent starting hp, and to stick with shield mechanic, gains divine shield each time it survives taking damage but doesn’t start with it. Easy way to bump up mechs a bit.

The removal of scrap bot from t4 effectivly killed the tribe (It was insanly OP at T4 at the time, but now i think T4 would be a good place for it again)

Ohhh a mech that gives poison to any minion spawned during combat would be brutal. It would make token mechs relevant vs elementals and other high hp tribes.

You need more time to see that elementals are busted? Then you’re retarded

So do I actually, but they are terrible, demonstrably so.

You need longer in your turns to play them effectively, they can effectively be wiped out because of low health if you don’t go first, or your opponent has a cleave.

They don’t scale fast enough in the current meta.

We are playing a two tribe game.

For those that fail to understand these things, that doesn’t mean you CANNOT win with anything else, what it means is that your percentage chance - in a percentage chance game - is greatly diminished if you play anything apart from two tribes. Murloc and Elemental.

Play anything else, and your chance of winning is lowered, greatly. Sure you can still win, with you getting the right luck, and your opponents getting the wrong luck, of course you can still win, but the chances of that happening…that is lower, significantly enough that the number of games I play in the top 4 against anything other than Murloc or Elemental…is very low.