I really missed how quickly the Moonsteel Juggernaut would scale, I finally managed to pull of the murk eye / efficient engineer version….it gets so big so fast!
It was my first game this patch, and I just thought I was getting some economy with a drakari. Few turns later and I was magnet lord, king of the bronzes.
Mechs are good if you find both the five drops early. But it can't be played without them and if it is not early it is already too late to start with them. That's why it feels bad and is also why murlocs also feels bad, since it needs a six cost to start scaling, and you need specific cards with said six drops too. Both cops don't work without high tier minions and looking at duos that I play I have never seen a game beyond turn 11, and it is more expensive to level to. Meaning scaling techs feel almost impossible, and I have yet to even see them win a lobby in duos so far, except when I got denatures quest for moon steel and extra end of turn for a play ten quests, so I scaled like crazy. But for duos, it feels too hard to get to these drops early enough without just dying. I would not say that is a mech problem, but more a duo problem with the games being too short, meaning some comps just feel unplayable. Every lobby is murloc scam or quills or beast and sometimes pirates that get first.
I think Clunker Junker may be worth it. It doesn't count as a magnetic to scale boom's monster, but boom's monster is a magnetic, so there is a fairly high chance of getting a boom's monster from Clunker Junker since there isn't that many magnetics to begin with. It seems better than buying to make triples (which also reduces the amount of magnetics you''ll be playing)
That mech absolutely buffs Magnetize, I did the ol' MurkEye + Clunker combo and it won me the game because of how many stats it gives. Given I did have Golden Brann + 2 Golden Lucifron for +3k/+3k a turn, but still, it's alot of stats.
Can’t wait to see a massive boombotkangor build - because kangor will summon a buffed boom because it’s a passive effect
That’s an insane late game strat. I didn’t think about that.
Yeah... Summoning a couple of 100s is not it.
Isn’t that just worse automaton?
@@GabKaulem Without trinket meta that would get you to top three.
Stacking magnetichs works with the new six mech right?
I really missed how quickly the Moonsteel Juggernaut would scale, I finally managed to pull of the murk eye / efficient engineer version….it gets so big so fast!
Yeah, i think they might nerf it to 2 instead of 3 but we will see.
I doubt they’ll nerf, doesn’t seem too big for high mmr
It was my first game this patch, and I just thought I was getting some economy with a drakari. Few turns later and I was magnet lord, king of the bronzes.
Mechs are good if you find both the five drops early. But it can't be played without them and if it is not early it is already too late to start with them. That's why it feels bad and is also why murlocs also feels bad, since it needs a six cost to start scaling, and you need specific cards with said six drops too. Both cops don't work without high tier minions and looking at duos that I play I have never seen a game beyond turn 11, and it is more expensive to level to. Meaning scaling techs feel almost impossible, and I have yet to even see them win a lobby in duos so far, except when I got denatures quest for moon steel and extra end of turn for a play ten quests, so I scaled like crazy. But for duos, it feels too hard to get to these drops early enough without just dying. I would not say that is a mech problem, but more a duo problem with the games being too short, meaning some comps just feel unplayable. Every lobby is murloc scam or quills or beast and sometimes pirates that get first.
I think Clunker Junker may be worth it. It doesn't count as a magnetic to scale boom's monster, but boom's monster is a magnetic, so there is a fairly high chance of getting a boom's monster from Clunker Junker since there isn't that many magnetics to begin with. It seems better than buying to make triples (which also reduces the amount of magnetics you''ll be playing)
That mech absolutely buffs Magnetize, I did the ol' MurkEye + Clunker combo and it won me the game because of how many stats it gives.
Given I did have Golden Brann + 2 Golden Lucifron for +3k/+3k a turn, but still, it's alot of stats.
Good video , I hardly play galewing so it's nice to see on how to play out a galewing curve
I got juggernaut + drakkari on turn 8 one game already, I was equipping 170/170 satellites towards the end of the game
If i buy pass today with extra 2 commander choices for how long will it last?
Season just reset so I’d imagine atleast 3 months
The last pass was well over two months
the mechs are very strong! when I get a Holo Rover in a game, I'm always in the top 3. It doesn't matter what the rest of my deck is like.
Holy Mecherel is definitely going to get nerfed. Too dominant in the late game
damn, imagine if boxer was still in.
few hundred on a few minions
“New” undead sucks..
But would be op with beasts 😅
The tier 4 one?
I can't make anything consistently except pirates and maybe beetles
I've had to pivot or die every single game. Whatever is there to start with is completely gone later, regardless of what anyone else is going
How the hell is this guy getting +300 for the first place? I never get more than 99 after 6k. 😢
Is anybody willing to talk about how many filler cards are in duos
That assumes anyone (on UA-cam) plays duos
Unfortunately the new season is starting to get boring 😢
This will be changed to what we think it works before
This is one of the most boring and unoriginal seasons of them all…
First