![]() Now they have to wait until they get back to 10 mana, so you have enough time to just develop the board and kill them while they’re in fatigue and don’t draw any more removals etc. ![]() However, since those combos cost 10 mana (Priest’s, Warlock’s and Druid’s alike), playing this right before they drop it means that… yeah, they can’t play it. You see, in order to make Mecha’thun active, you need to have no cards left in your deck and only the Mecha’thun combo in your hand. One of the decks it absolutely counters is any Mecha'thun build. While yes, you COULD theoretically run it in Aggro as a regular card, to drop it in the late game and delay some AoE removals ( Twisting Nether) or big minions ( The Lich King), I don’t really think that Aggro wants to run a 6 mana 5/5 minion that is absolutely useless in faster matchups, and even not always useful vs Control.īut this is a tech card versus some decks. Let’s be clear here – this is not going to be a meta card. This opens some interesting opportunities. Before you could only get rid of your own mana crystals, but never the ones of your opponent. It’s the first time we’ve got an anti-ramp card.
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