When analyzing this card, you need to check other 1 mana mech minion available. We do have 3 decent 1 drop mech in standard (including 1 that generate another 1 mana mech) and another rogue spell who generates three 1 mana mechs. This means that this card will be able to generate several pieces on turn 4~6 pretty often.
When you look at the pieces, the quality is pretty high. I like the pre nerf innervate, that allow you to generate 1 extra piece the turn you get it. The swap and the sap are extremely threatening for opponents who would to drop big minions. Additionally, the horn and stealth will help keeping your mimiron alive. Finally 1 mana deal 3 damage is rarely a bad card to get.
I do also like the statline. Allowing you to play this on 3 mana with a chance of it surviving on a empty board vs most class or requiring 2 cards from them to remove it. Although you would want to hold it for turn 4 or 5 at least most of the time to be sure to generate some sweet value and increase your range of options, making your opponent wary of a certain play style.
Very strong card, we need to see if mech rogues is strong. I’m not sure however if this can played outside of mech rogue like some other players suggested it.
When analyzing this card, you need to check other 1 mana mech minion available. We do have 3 decent 1 drop mech in standard (including 1 that generate another 1 mana mech) and another rogue spell who generates three 1 mana mechs. This means that this card will be able to generate several pieces on turn 4~6 pretty often.
When you look at the pieces, the quality is pretty high. I like the pre nerf innervate, that allow you to generate 1 extra piece the turn you get it. The swap and the sap are extremely threatening for opponents who would to drop big minions. Additionally, the horn and stealth will help keeping your mimiron alive. Finally 1 mana deal 3 damage is rarely a bad card to get.
I do also like the statline. Allowing you to play this on 3 mana with a chance of it surviving on a empty board vs most class or requiring 2 cards from them to remove it. Although you would want to hold it for turn 4 or 5 at least most of the time to be sure to generate some sweet value and increase your range of options, making your opponent wary of a certain play style.
Very strong card, we need to see if mech rogues is strong. I’m not sure however if this can played outside of mech rogue like some other players suggested it.
5 stars