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The Boomsday Project!

Forum Index > Hearthstone General
Post a Reply
carlaltaner
Profile Joined January 2018
0 Posts
July 29 2018 17:43 GMT
#1

[image loading]


The Boomsday Project!



Dr. Boom blasts back onto the Hearthstone scene on August 7th. He hasn’t been seen since about April 26th 2016, when he rotated out of Standard, never to be seen or heard from again. Or so we thought.

Not only is the undisputed king of Hearthstone returning to the limelight – in a big way, considering he’s been promoted to the head of a whole new expansion – we are seeing the totally unexpected resurrection of the Mech tribe.

Much like Michael Jackson’s ‘Thriller’ zombies, or maybe Kel’Thuzad’s wights, Mechs will rise from the metagame grave to revolutionize Hearthstone this summer. We are also seeing the long-awaited arrival of Legendary spells, which are sure to shake things up. Let’s take a closer look at some of the most interesting Boomsday cards that have been revealed.

[image loading]
[image loading]


Pogo-Hopper, a 2 mana 3/2 Rogue Mech, is going to be see play for sure. It has a Battlecry that gives 2+/2+ to each of the Pogo-Hoppers that you have played this game. It’s a lot like the Infinite Murloc from the recent Caverns of Time event. Rogue players will be able to make a serious amount of these robot bunnies. Lab Recruiter, another two mana 3/2, adds three copies of a friendly minion into your deck. It’s basically Gang Up and a free 3/2. It’s slow, but opponents will be overwhelmed if they don’t end the game in a hurry.

We can see that Blizzard is taking bold steps to slow down the metagame’s speed. This has been attempted many, many times in the past. Jade Golems, in Mean Streets of Gadgetzan, did not achieve this goal. Instead they were incorporated into aggro decks – mainly Shaman – which became even stronger with boosted late-game strength. But Boomsday has some very strong late-game mechanics that have not been tried before.

[image loading]
[image loading]


The Omega group, containing minions such as Omega Defender, which becomes a gigantic 12/6 Taunt if you have 10 mana, rewards players for holding the game down as long as possible. Cards like Biology Project, in combination with Wild Growth, will allow Druid to make the most of this mechanic. We can’t quite say just yet whether Omega will actually put Control decks back on top for the first time since Cubelock. It’s very promising, though.

[image loading]


Omega Medic, a Priest 3/4 for 3 mana that heals for 10 at 10 mana, is a strong early game contender that gives a huge heal later on. I’m going to predict it will be a must-have in nearly all Priest decks. It really doesn’t have a downside, other than ruining your Auchenai Soulpriests, Reno Jackson style. The same goes for Dead Ringer, a 2/1 with a Deathrattle that draws yet another Deathrattle. Priest now has some very solid midrange minions, complemented by existing heavy-hitters like Duskbreaker and Tortollan Shellraiser. Will Zoo Priest become a thing? Don’t rule it out, especially in Wild mode where N’Zoth still roams.

[image loading]
[image loading]


Unlike in The Witchwood, which suffers from acute first-expansion-of-the-year-itis with its relatively low power level, there are some truly jaw-dropping cards here. The Mage spell, Unexpected Results is at the top of the list. It summons two random 2-cost minions, for 4 mana – improved by Spell Power. With one extra Spell Damage, it summons 3-drops, two more and 4-drops, and so on. There are so many ways to boost Spell Damage: Celestial Emissary has a Battlecry for two more on the same turn, so you can summon two random 4-drops for six mana. Its power lies in mechanics that reduce spell costs (Sorcerer’s Apprentice, Primordial Glyph) and cheap spell power (Bloodmage Thalnos, Celestial Emissary). Spell power, a stat that has been largely ignored outside of Malygos OTK, will be far more important in Tempo Mage decks.

[image loading]


The Boomsday Project’s new keyword, Magnetic, turns Mechs with this ability into pseudo-spells. You can buff other Mechs, such as the apparently wimpy 1/5 Upgradeable Framebot, into beefy Optimus Primes (or Decepticons, if you’re playing with Gul’Dan!). Mechs are again defining how powerful synergy can be in Hearthstone. All those who played through the 2015 Mech Mage nightmare can now relive the terror. Zilliax, who is essentially a discount neutral Al’Akir, can pile on the keywords to any Mech. All classes now have access to a neutral Blessing of Kings – Wargear is a +5/+5 buff as well as a standalone body. It’s rare for a non-class card to come so close to being strictly better than a class card, but Wargear somes close.

[image loading]


Personally, I think Magnetic Mech decks are going to be a major feature of the Boomsday metagame. We haven’t seen all the new Mechs yet, and there are sure to be more powerful cards to come. The cards that really make a splash are the ones with an immediate impact on the board – Charge is a rare keyword for that reason. Magnetic, though it requires at least one Mech on the board, allows for fast buffs and flexibility, too. Spider Bomb, a Deathrattle Mech that outright kills a random enemy minion, gives a little bit of Sylvanas Windrunner, or Obsidian Statue, to midrange Hunter. These cards are very impactful.

[image loading]


The thing I’m most excited about, however, are the oddballs of the set. Whizbang the Wonderful is a totally unique Legendary, who has such a crazy Battlecry that you’ll need to Google him and settle down for a read even longer than this one. New players won’t need to grind for months to craft good decks – just make Whizbang and you’re sorted!

[image loading]


Star Aligner really blows my mind. He’s a 7 mana 7/7 that deals 7 damage to all enemies, on one condition: you must somehow also control 3 other 7-health minions. Much like Windshear Stormcaller, this is the ultimate Wombo Combo card (condolences to War Golem). It won’t see play – but for me, trying to make these insane cards work is one of the most enjoyable aspects of Hearthstone. Regardless, we’re going to see some excellent Trolden clips on YouTube in the coming year.

The Boomsday Project is truly a blast from the past (emphasis on the blast). It’s totally bombastic with the way it stretches the Warcraft lore to new lengths, while breathing new life into some of Hearthstone’s most venerable parts. Even with the small pool of revealed cards, it has a lot of new ways to play the game, as well as some truly innovative (M)echanics – and no shortage of explosively entertaining puns.



Author // Carlaltaner
Editor // Hayl
Photo // Blizzard
Sumadin
Profile Joined August 2011
Denmark588 Posts
July 29 2018 17:55 GMT
#2
There is an error: Star Aligner is by itself a 7 health minion, so you "only" need to control 2 minions with exactly 7 health.
The basic key to beating a priest is playing a deck that is terrible.
Hellonslaught
Profile Joined June 2014
Brazil0 Posts
Last Edited: 2018-07-29 19:35:47
July 29 2018 18:55 GMT
#3
Omega Medic is waaaaay too slow, agro decks can finish games around T5~T8. Against control, healing is not that usefull since most decks doesn't need to deal damage to fulfill their win conditions (wall druid, cubelock,elemental mage, otk decks etc)

The only matchup i can see Omega Medic being good is against Tempo Mage.
Priest
beef42
Profile Blog Joined October 2008
Denmark1037 Posts
July 31 2018 13:28 GMT
#4
On July 30 2018 02:55 Sumadin wrote:
There is an error: Star Aligner is by itself a 7 health minion, so you "only" need to control 2 minions with exactly 7 health.

I'm not so sure. Shudderwock's battlecries can never hit itself, only copies already made. Why would this battlecry count itself?
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
July 31 2018 17:01 GMT
#5
The card description says "If you control 3 minions with 7 health", it does not specifically say that you have to control 3 other minions, just 3 minions with 7 health. I think the question is more if the Battlecry will count the card itself (is it considered to be a 7 health minion you control before the Battlecry goes off?)

I think some of the other 'if you control a XXX' cards don't count the card itself so this might not either.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
TropicalHaze
Profile Joined May 2014
Finland56 Posts
July 31 2018 19:10 GMT
#6
I'm probably the most hyped since the release of Whispers of the Old Gods
The eyelashes like umbrellas when it rains from the heart
pinkpants
Profile Joined July 2018
0 Posts
July 31 2018 21:36 GMT
#7
On July 30 2018 02:55 Sumadin wrote:
There is an error: Star Aligner is by itself a 7 health minion, so you "only" need to control 2 minions with exactly 7 health.


Battlecry always happens first so the own body isnt on the board yet. You will need 3 other 7 health minions.
Oukka
Profile Blog Joined September 2012
Finland1683 Posts
August 02 2018 12:44 GMT
#8
On August 01 2018 06:36 pinkpants wrote:
Show nested quote +
On July 30 2018 02:55 Sumadin wrote:
There is an error: Star Aligner is by itself a 7 health minion, so you "only" need to control 2 minions with exactly 7 health.


Battlecry always happens first so the own body isnt on the board yet. You will need 3 other 7 health minions.


Not true, that 4/4 from Mean Streets that said: "Battlecry: Draw 2 cards if you control a minion with at least 6 health." would trigger itself if it had been handbuffed to 6 health.


Does anyone know how the magnetic stuff works in the case I play a magnetic mech on an empty board and then play a mech without magnetic, can I still combine them?
I play children's card games and watch a lot of dota, CS and HS
pNRG
Profile Joined February 2012
United States333 Posts
August 02 2018 13:27 GMT
#9
On August 02 2018 21:44 Oukka wrote:
Show nested quote +
On August 01 2018 06:36 pinkpants wrote:
On July 30 2018 02:55 Sumadin wrote:
There is an error: Star Aligner is by itself a 7 health minion, so you "only" need to control 2 minions with exactly 7 health.


Battlecry always happens first so the own body isnt on the board yet. You will need 3 other 7 health minions.


Not true, that 4/4 from Mean Streets that said: "Battlecry: Draw 2 cards if you control a minion with at least 6 health." would trigger itself if it had been handbuffed to 6 health.


Does anyone know how the magnetic stuff works in the case I play a magnetic mech on an empty board and then play a mech without magnetic, can I still combine them?


I believe the answer is no. Once you play a magnetic mech and DON'T magnetize it to another mech, the magnetize keyword is lost. Only the magnetic mech can attach to another mech, not the other way around.
"He's like a Kakuna with Flamestrike." - Artosis 25.7.2014 \\ "Sometimes you gotta' be manly to get out of the group stage, Reynad." -Artosis 17.10.2014 \\ “There goes your dream of a frivolous lawsuit with a brewing company.” – Tasteless 26.8.2015
Carcrasher
Profile Joined August 2018
0 Posts
August 07 2018 02:19 GMT
#10
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