[Wild] Mecha'thun

A warlock was able to pull this off in turn 6. Turn 6!

Why would they print cards that enable this?

And please don’t tell me, “Wild is Wild.”

Most combos STILL rely on luck, draw, and require survivability to set up for their big finish.

As for Wild nerfs in the past,

Barnes was nerfed.
Naga Sea Witch was nerfed.
Snip-Snap was nerfed.

Nerfs to Wild are not unheard of and with a hero power that is card draw, its too reliable to not warrant a nerf.

This is just my humble opinion but I feel a combo that ends the game, without any intervention from the opponent is a serious problem. Yes, some decks can end the match before T6 but even the most aggro of decks need luck of the draw to make that happen.

I can’t be the only person that feels this way. I honestly don’t think Mecha’thun should have been printed in the first place. But that’s just my humble opinion.

This combo is broken, even by Wild standards.

3 Likes

Actually i think it’s ok. Combo decks need to exist as a counter to control decks. The scissors paper stone format is current at a nice equilibrium in wild. Cull combo decks like Mechathun and Mozaki and you will see rez priest or control warlocks rise. Cull control and will see aggro decks everywhere.

All three has its place and we shouldn’t cull just because we lost to it.

1 Like

hyper aggro beats this deck

You haven’t been on the receiving end of a turn 4 Paladin OTK yet?

1 Like

It can be pulled off at turn 3.
Nevertheless, it’s probably tier 3 deck, since the meta adapted, and control decks disappeared.

Control disappeared entirely at some ranks, since people spam this deck despite not being that good. It’s meta-warping, that’s why it needs to be nerfed.
(oh and other otk decks became worse as well since this decks goes earlier off and there are less control decks)

1 Like

100% correct.

The meta is now Mage, Mage, and more Mage than Standard before the Lunacy nerf. Everyone is spamming Secrets.

T3? Do you mean Turn 3?
Stealer of Souls Warlock climbed to #1 in Wild Ladder now.

Everyone is playing warlock right now, not just mech C’thun, many different combos are possible. This card “Stealer of Souls” is a broken card and the wild mode is unplayable if not fixed.

1 Like

The problem isn’t Mecha’thun, it’s the Stealer of Souls + Plot Twist interaction. Making almost all your hand free (granted you pull the Violet Illusionist at some point) is a problem in any combo deck with huge amounts of draw potential.

If you nerf Mecha’thun specifically, you would only make other Warlock combos rise (Leroy, Malygos, etc.)

Well, This is Getting NERFED! TURN 3 OTK! Stealer of Souls Combo! | Hearthstone - YouTube

Highkeeper Ra on TURN 5?! Mogu Cultist OTK Combo! | Hearthstone - YouTube

Stealer of Souls Malygos Combo - YouTube

Hearthstone - Play Your Whole Hand for Free! The Most Broken Wailing Caverns Combo - YouTube

I disagree. I believe the issue is how immune works.
This game doesn’t know the difference between loss of life and damage.

Paying life should bypass immunity.

2 Likes

Wow so he won on turn 6 when most aggro decks kill you on turn 4-5 in wild.
So incredible.

Aggro can win even before turn 5 with a lucky draw.
The difference is that stealer of souls warlock loses badly if it doesn’t have the combo ready; while aggro can win easily most matches even without a good opening.

StarAligner Druid, Naga Warlock, Snip-Snap Warlock, Darkglare Warlock, Darkest Hour Warlock were all nerfed. Every time if there is a deck too powerfull even for a Wild standards it was nerfed. So let’s give them time to have fun till it lasts. I recreated my Mech Hunter deck who vomits whole hand on turn 1-2 on board and will farm them. :slight_smile: Pirate Warrior, Token Druid, Murlock Shaman also should smash them till turn 5 in most cases.

It’s not 100% reliable.

For this to work you need your opponent to have no board presence, threat or foresight, you also need Stealer of Souls and card draw such as Plot Twist (other cards are available) and then you are entirely at the mercy of animations, card draw and whether your opponent has made it impossible for you to play a health cost card by removing your immunity and bringing your health down to 3.

I often play Mecha’thun early and have a pit stop, watch him die, then play N’Zoth for the big reveal at the end.

EDIT: I give it a week before they nerf it.

1 Like

Don’t ge me wrong, but the immunity cards have been designed to do that (block self-damaging cards/effects). Mal’Ganis is almost as old as this game and his effect has been considered okay for the cost he has. Warlock being able to use their hero power and spells while having him on board is a big reason for why he was played.

Violet Illusionist, the other Immunity card Warlock has access to, again, has been made with Self-Damage effects in mind. You could argue that Weapon classes could use her, but she saw little to no play in them besides the fact that said classes got better sustain tools over time. Your suggested change would essentially delete her.

I personally would limit Stealer of Soul’s card effect to trigger a limited amount of times per turn, so that Plot Twist alone can’t change the cost of 8 cards.

Even if you change Immunity, people would still toy with some healing/armor effects to be able to use the combo. Armor Vendor, Mistress of Mixtures, Drain Soul etc. It would definitely make the deck riskier, but the potential would still be there.

1 Like

Wild is literally wild

While the game has always allowed the life for mana interaction with Immune, I do think it should either be “Immune doesn’t protect against paying life instead of mana for cards” or “Immune prevents playing cards that cost life instead of mana”.

Yes, that might actually be a sufficient solution, e.g.

Battlecry: “The next (3) cards you play cost health instead of mana.”

MUCH easier to accomplish than an change to the health-instead-of-Mana- mechanics that exist now. It would reign in the card instead of destroying the effect that’s been in game since Mal’ganis was released almost 7 years ago in G&G.

SEVEN Years already? :scream:
So that’s where my youth went… :stuck_out_tongue:

Hyper aggro barely beats this deck. I played a fast toxic quest hunter and coined into Felmaw and played a second Felmaw on turn 2. Got him to 1 health and lost as he pulled every piece of his combo and played all of them on turn 4. Nothing I did mattered. Decks like that are pure solitaire. Why does a 2-person game constantly devolve into solitaire? Poor game design.