Mechanical Whelp
Mechanical Whelp is a 6 Mana Cost Rare Neutral Minion Mech card from the The Boomsday Project set!
Card Text
Deathrattle: Summon a 7/7 Mechanical Dragon.
Flavor Text
"Well if I didn't build the whelp and YOU didn't build the whelp…"- Mana Cost: 6
- Attack: 2
- Health: 2
- Crafting Cost: 100 / 800 (Golden)
- Arcane Dust Gained: 20 / 100 (Golden)
- Rarity: Rare
- Class: Neutral
- Card Type: Minion
- Minion Type: Mech
- Set: The Boomsday Project
- Mechanics: Deathrattle, Summon
Cards Relating to Mechanical Whelp
Mechanical Dragon Type: Minion - Cost: 7 - Attack: 7 - Health: 7 |
Mechanical Whelp Card Review
It’s quite interesting card, and I feel like lots of people are underrating it. The Cabal Shadow Priest argument is just silly. It would only be relevant if Priest would absolutely dominate the ladder and every build would run it. Right now, the card is in 2% of the decks on the ladder. You will play against it once in 50 games on average, and your opponent might not even draw it then. Silence argument is better – it’s a popular tech and might get even more popular in Boomsday. That said, Silence doesn’t necessarily disqualify this card, because you would ideally play in the decks that have synergy with it and/or can proc it immediately. Not to mention that you often play it in Mech decks, who have Magnetize, so Silence might be already used by the time you drop it.
First deck that comes to mind is the Deathrattle Mech Hunter, a deck that is already taking shape. On top of the normal Deathrattle triggers Hunter has – Play Dead and Terrorscale Stalker, the new Fireworks Tech can also trigger it. This + Fireworks Tech in the late game is a massive play – you have 3/3, 2/1 and 7/7 on the board, and that 3/3 will Deathrattle into another 7/7. In Mech Warrior, after you play Dr. Boom, Mad Genius, this card gets Rush, so you can pop it immediately (deal 2 damage to a minion) and then still have a 7/7 Rush minion. Great play for 6 mana. Even the new Deathrattle Priest might be looking at this card – with Reckless Experimenter on the board, it becomes a 3 mana 7/7 (which is even better than a 4 mana 7/7). If you build a Deathrattle deck with Zerek's Cloning Gallery, it can also be a great choice.
It’s not a game-breaking card, but as you can see, it has some solid synergies. I think that it will see some play in the upcoming meta, just not in the decks that have no synergy with it.
Card rating: 6/10
If you going to make a dragon at least make it good or close to op, disrespectful card. 0/5 UNPLAYABLE LUL.
its a mech
This card has been incredible for me in Deathrattle Hunter. Using play dead, terrorscale, and fireworks tech on it on turn 7 has won me countless games.
playing this on a Doomsayer turn would feel pretty good not gonna lie
It would also be a great play with houndmaster shaw for 9 rush damage.
Master Oak?
Remember that priest card that makes deathrattle minions die instantly and cost (3) less? This card would be a 3 mana 7/7, putting faceless manipulator to absolute shame. I think this card is being slept on pretty hard.
Even shaman?
First thing I thought of was….
“Let me change your mind!”
Then concede.
Play this on T9 and they are going to ignore it.
Than play Firework Tech, Firework Tech, the Coin (you saved, dont you), Star Alligner and win the game
5/5
You are missing 1 7 health minion to activate Star Aligner. (It needs 3 other minions with 7 health, not 2)
However if there is some enemy with 3 or more attack you can sacrifice your whelp before playing Star Aligner and you can activate it =).
Alternatively you can do it with 2 play deads + 1 FW Tech + coin or even in T9 with 2 play dead and hitting something with your whelp that kills it.
Star Aligner says “3 minions with 7 health”, not “3 other minions”. Check Nesting Roc’s wording.
Star Aligner would count himself. Like voltron.
OK, if that is the case, then with this card is not that hard to pull the Battlecry 🙂
No, it would not. Star Aligner is a battlecry and battlecries trigger before minions hit the board… so it doest count itself, voltron triggers at the start of your next turn.
Battlecries occur after the minion enters play.
Source: https://hearthstone.gamepedia.com/Advanced_rulebook#Playing.2Fsummoning_a_minion
Incorrect? Dispatch Kodo damages more if placed next to a dire wolf or with Leokk.
Or Play Dead, if you don’t have a coin.
I can see this working in the Deathrattle Hunter deck running around at the moment.
The initial statline is hardly anything to be impressed by, but it is a combined six mana 9/9. It reminds be a lot of an easier to trigger Skelemancer, and that had some applications here and there.
As such, this will probably be an okay card that will see some borderline competitive play here and there.
This card has so much potential
6/5
This is a wanna-be Possessed Lackey, although it makes sense because it’s neutral. I don’t expect this to see much play, but one should not underestimate sticky minions. Devilsaur Egg has proven that it can be abused, but the big difference there, I believe, is that it costs only 3 mana for this minon’s 6 mana, so the combos are much, much more difficult to pull through. I do like this more than Skelemancer, since I can at least trade and get the Deathrattle, so it might not be too bad in Arena. 1/5 stars in Constructed, 2/5 stars in Arena.
a bit overprised. Skelemancer was awesome. this not that much. Skelemancer played around board clears and cabal shadow priests much better. It has synergy with dr boom obviously 2/2 with rush that gives you a 7/7 with rush is not bad. You can play around cabal shadow priest if you have a cheep magnetic but its deffinately not a on curve 7 drop.
Its a arena upgrade to the 7 mana drop since 7/7 is the statsline of a regular 7 drop. And speaking of the 7/7 golem. The gurubashy golems are titanforged creations of some sort. That means they are mechs. So another card that should have recieved its tag upgrade but it didn’t.
Play it on 6, and your enemy either silences it or ignores it. You have a mech on the board on your next turn.
Firework Tech twice and run it into an enemy and suddenly you have 3x 7/7s on turn 7.
Fun.
More likely firework tech once, and use some other hunter magnetize mechanic.
Alternatively your opponent needs to waste an attack to bring out the 7/7, then waste removal on it. Not awful for 6 mana.
Oh yeah Star aligner synergy, so powerful!
Pretty good with Master Oakhearth or Meat Wagon
It’s solid. The first synergy that would come to my mind would be playing reckless experimenter on 5 and then this on turn 6 so it’s a 6 Mana 7/7.
This won’t be good enough for constructed I assume, but I guess you can slot this in if you are a f2p player and need some decent cheap cards to go with that deck.
You mean 3 mana 7/7?
I… shouldn’t like this card… but I know I’m going to be doing so many shenanigans with this and tinkering in my deathrattle rogue workshop that I can’t help but feel good at this.
3/5 for personally preference
(I never said these reviews were fair)
^Hey that was me I just had login issues
Damn, shadow essence, mirage caller, vivid nightmare, twilight’s call. Any of them on this is great.
Extremely slow however, unless it can be forced out via abomination so you may attack with the 7/7 rather than the 2/2, but this could very easily be a great quest priest, or skelemancer priest type of card with the right support (like that succulent omega medic, being good late game and a nice early body)
To be fair… after the Boom hero card is played this thing is quite impressive… it can take care of some pretty big stuff. Even beats Tirion Fordring. Im kinda happy to see warrior getting so much potential already.
Good to get through boom hero power or omega assembly after boom but I really wouldn’t put this in a deck
I like this in even shaman
Arena. Or Deathrattle Hunter support.
Becomes the mechanical Dragon a mech or a dragon?
Mechanical dragon is also a mech
The token is a vanilla, 7 mana 7/7 with a Mech tag.
Darn. And here I was really hoping for it to be both a Mech and a Dragon. There went my Emeriss hyper hybrid deck.
Jk, but still!