Hi again!
So last time, I analyzed a single card. This time, I'm going to be analyzing a specific "race" of cards - specifically, the Mech cards.
Background
Mech cards were added in the Goblins vs Gnomes expansion pack, and since then, there have been many "Mech decks" created - mostly with Mage. Part of what makes the Mech deck so fun to play is the fact that there is "substantial synergy" (quoting the Hearthstone Gamepedia here). And unlike other races, where it is advantageous to have as many of one race on the board as possible to create the maximum synergy (who can ever forget the days of the Timber Wolf + Starving Buzzard + Unleash the Hounds combo?), Mech synergy requires there to be only one friendly Mech on your board (Cogmaster and Goblin Blastmage, I'm looking at you here)
Mana Curve
As you can see, unlike the overall minion mana curve, which was a left-centered bell curve, this one seems to have less structure, with the most minions around the 2-5 mana cost.
Looking at the extremes, the 0 mana minion happens to be the "Target Dummy" taunt, which has 0 attack and 2 health. The 12 mana minion happens to be one of the Giants; called the "Clockwork Giant", it has 8 attack and 8 health, and costs one less for every card in your opponent's hand. Oh, this would be magical against Priests.
Legendaries: There are 7 legendaries, not including the V-07-TR-ON, which is formed from another legendary + 3 mechs. That is a scary, scary minion.
Now I've realized that other than the graph, everything I've said is better said on the Gampedia site (and there are pictures of the cards), so tomorrow I will be doing a more in-depth analysis on Mechs (perhaps, even, create an infographic for the Mech class)
So last time, I analyzed a single card. This time, I'm going to be analyzing a specific "race" of cards - specifically, the Mech cards.
Background
Mech cards were added in the Goblins vs Gnomes expansion pack, and since then, there have been many "Mech decks" created - mostly with Mage. Part of what makes the Mech deck so fun to play is the fact that there is "substantial synergy" (quoting the Hearthstone Gamepedia here). And unlike other races, where it is advantageous to have as many of one race on the board as possible to create the maximum synergy (who can ever forget the days of the Timber Wolf + Starving Buzzard + Unleash the Hounds combo?), Mech synergy requires there to be only one friendly Mech on your board (Cogmaster and Goblin Blastmage, I'm looking at you here)
Mana Curve
As you can see, unlike the overall minion mana curve, which was a left-centered bell curve, this one seems to have less structure, with the most minions around the 2-5 mana cost.
Looking at the extremes, the 0 mana minion happens to be the "Target Dummy" taunt, which has 0 attack and 2 health. The 12 mana minion happens to be one of the Giants; called the "Clockwork Giant", it has 8 attack and 8 health, and costs one less for every card in your opponent's hand. Oh, this would be magical against Priests.
Legendaries: There are 7 legendaries, not including the V-07-TR-ON, which is formed from another legendary + 3 mechs. That is a scary, scary minion.
Now I've realized that other than the graph, everything I've said is better said on the Gampedia site (and there are pictures of the cards), so tomorrow I will be doing a more in-depth analysis on Mechs (perhaps, even, create an infographic for the Mech class)
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