Upgradeable Framebot
Upgradeable Framebot is a 2 Mana Cost Common Neutral Minion Mech card from the The Boomsday Project set!
Flavor Text
*Awesome arm not included.- Mana Cost: 2
- Attack: 1
- Health: 5
- Crafting Cost: 40 / 400 (Golden)
- Arcane Dust Gained: 5 / 50 (Golden)
- Rarity: Common
- Class: Neutral
- Card Type: Minion
- Minion Type: Mech
- Set: The Boomsday Project
Upgradeable Framebot Card Review
Usually, a vanilla minion with no interesting effect is just a pack filler. Just a variation on already existing stuff, just with another stat distribution. This, however, is a bit different. Not only it has above vanilla stats (vanilla 2-drops have 5 stats in total, this has 6), but the distribution makes it incredibly durable. 5 health is very hard to take down so early in the game, meaning that this minion will stick most of the time when dropped on the curve.
I’ve seen a lot of players comparing it to the Dire Mole of a new set, and it’s somewhat true. Vanilla early, Neutral minion with low Attack, high Health and a tribal tag. Dire Mole was a Beast, which mostly benefited Hunter (and Druid while Mark of Y'Shaarj was still in Standard). This has a Mech tag, which is really hard to judge yet, as we don’t know many cards from the set. But I’d argue that if we ignore the tribe synergies, as a standalone card, it is weaker than Dire Mole. 1 attack on Turn 1 is much better than 1 attack on Turn 2, as it trades favorably into lots of other 1-drops. 1/5 stats, however, don’t work that well against the 2-drops. Let’s say a common 2/3 stat-line (such as Plated Beetle or Arcanologist) – while they would trade with each other, it would take 3 entire turns to do it.
That said, the stats of this card basically scream “buff magnet”. Even simple attack buffs such as Blessing of Might (4/5) or Cold Blood (5/5) can turn this minion into a deadly force. On top of that, that’s where the Mech tag comes handy. It’s clear that the main purpose of this card was to be a strong body to buff with Magnetic Mechs. 1/5 isn’t that scary, but if if you turn it into a 3/7 with Deathrattle after using Spider Bomb on it, now that’s a strong minion to have on Turn 3.
The card would be amazing in a Prince Keleseth deck, but you can’t play both of those for obvious reasons. That’s one of the reasons why I don’t think that it will necessarily find its way into lots of Aggro decks. Keleseth is a pretty big deal in lots of those. On the other hand, other Aggro decks such as Odd Paladin or Odd Rogue (which would play the Attack buffs I’ve mentioned above) can’t play it for another reason – it’s even-costed. So while it MIGHT see some play in Aggro decks, it’s probably not going to be a staple you will see in every build. 1 attack on Turn 2 just doesn’t put enough pressure if you can’t capitalize on it with buffs, and most of the Aggro decks can’t. Maybe after Keleseth is gone and non-Odd Aggro decks will look for ways to fill the 2-drop slot. Or maybe if some more buff-oriented Zoo-like deck pops out. But it doesn’t look like a Dire Mole or Fire Fly 2.0 for me.
On the other hand, it will definitely find its way into Mech decks. Okay standalone card, Mech tag for the potential synergies and solid body to drop Magnetic minions onto. Very good card in Mech decks, possibly okay in other Aggro builds if they can consistently buff its attack.
Card rating: 8/10
Works with inner fire/Lady in White decks. I don’t see much else, but nice for 2 mana.
I was sorta okay with Druid of the Swarm having more stars than it should for 2 Mana, because it was a class card. Class cards are generally flat-out better than Neutral cards. But now that they have this statline on a Neutral minion, I’m kinda scared.
One of the things I was worried about when it came to the Magnetic Keyword was whether or not there would be any Mechs that could actually survive a turn to utilize the mechanic, pun undecided.
This looks to be the Dire Mole of Mech decks: a card that, while not particularly flashy, is incredibly important to the power level of the deck. I can already imagine someone Coin-ing out an Annoy-o-Module on Turn 3, creating a real nuisance for that stage in the game. If any Mech decks actually come to fruition, it will very likely be due to this card.
4/5 Stars from me.
First paragraph should be “more stats”, not “more stars”.
Regardless of whether or not keleseth is a better pick, you can’t deny if a deck was to not run Kel that this wouldn’t be the first go to 2 drop and it’s a common, vanilla, non legendary card for that matter. What more do you people want? Yes, Kel is better, but this is a solid minion for the start of the game, which means he’s most likely going to survive until turn 3, Kel usually doesn’t, can be used well with magnetics which Kel can’t to make him stronger with the curve, and when removed will possible waste a good removal or at least have a few good trades after buff. Again you’re right, but for what the card is it’s insanely strong and though not as good as Kel, is still a staple in any deck that wishes to either run magnetics or doesn’t run Kel unless very specific.
Do not underestimate this card
I suspect that how much play this will see will depend on how successful the Magenetic mechanic is… and since Magenetic solves the biggest problem with buff cards, namely not having a minion to buff, I can imagine it’s going to be fairly successful.
Saitama, is that you?
hearthstone: become human
Probably should be a 1/4. But hey I mean good common cards are good.
this is unassumingly very good. Will see play in most minion base decks with buffs 5 health is alot so any early game minions will get eaten up by this guy,
I hope this card coming into existence is a sign the Divine Spirit-Inner Fire Combo is getting changed to some extent. Probably not though and I could be looking at things too deeply.
With the Magnetic mechanic coming, this should be a must include in mech decks. It’s not as powerful as Mechwarper, but that won’t stop it from being a staple.
This will be an auto-include for every mech deck archetype in the next expansion. It may even be nerfed.
I don’t think a vanilla minion will ever need to be nerfed. It at least has as of yet to happen.
Valid. But there is always a first for everything.
I like the new doomfist skin
swap the arms and you are correct!
MEDABOOOOOOTS!
Wel i’m surprised nobody made *when you have no girlfriend* joke
hahahahahahahahaha, good one
They don’t know spelling of “upgradable” for sure. Or They are surprisingly British.
Maybe its a play on words? Upgrade and Able(bodied).
I think that both methods of spelling are accepted. The spell check on my computer accepts both 🙂
In general though it’s kind of odd to question the British spelling of a word as opposed to the American spelling (I’m assuming based on your name).
I’m pretty sure that the British / English came up with the English language and Americans later altered the spelling lol.
Anyway, looks like a very decent card for mech decks
I’m expecting this to be nerfed to a 1/4 in the upcoming nerfs. 1/5 for 2 is pretty insane, especially if you can buff it, and being mech, it will be buffable… We already saw how powerful Druid of the Swarm was in Aggro Druid, and this is neutral… 5/5 stars. Powercreeping Am’gam Rager as others have already said.
Before hyping this up (gonna get nerfed, really?), lets pause to consider that every proactive deck that even remotely cares about playing 2-drops, right now is better off playing Keleseth instead. Unless they want to play Genn as well, of course.
See Zoolock, “old” tempo rogue, Spiteful priest/druid, the list goes on. Heck even Shudderwock shaman and recruit hunters run Keleseth, since it’s just better than Doomsayers or any other 2 drops.
For example Zoo could play demon 2/4s with taunt (so also 6 stats) but it’s been proven over and over again that prince2 just makes the deck win more (even when before rotation there still was a 3 mana +3/+3 demon buff on curve).
The mech legendary is 5 mana, so there probably won’t be a mech Genn deck. Some Genn decks like shaman might consider running this purely for stats, but it’s a consideration not a gimme gimme.
So there has to be something insane to compete with Keleseth. Like multiple ridiculously strong 2 drops (something we haven’t seen in a long ass time), or a crazy good reason to be playing a mech on 2, and low amount of 1 mana mechs forcing people into 2s.
Which might happen, with so little of the set revealed so far, but come on.
Actually, I played Zoo before the rotation, and for me the non-Keleseth version with Humounculus and Demonfire was superior, basically because of Bloodfury Potion curving perfectly. Also more synergy with Crystalweaver. Now that the potion is not available, I agree there’s no point in not running Kele in Zoo, but before the rotation I believe, on average, that non-Kele was better. Also, remember Aggro Druid. Kele was available to them, but they didn’t run it because Druid of the Swarm and Mark of YShaarj were more powerful. Aggro Druid died with Patches nerf, and now without Mark of the Lotus it doesn’t make sense, but I know how powerful a 1/5 for 2 was back then. Personally I hate Keleseth. Yes, I use it because he’s so good, but I really dislike its absurd winrate skyrocket when played early in the game, and we all use it because it makes the winrate so much better in the 30% of the games that we have him early enough.
I think your last paragraph is the most important thing to consider. The main reason that people run Keleseth at the moment is because there are not many good 2 drops in standard. If you look at wild, Kaleseth is a very rare occurrence since there are so many good 2 drops to pick from.
If the whole mech archaetype relies on mechs buffing each other up and controlling the board with tempo i dont think Kaeleseth will be very good, its a big deal to not play a minion on turn two more often than not.
Yea, Wild is different, but I don’t think it’s fair to say all the good-old 2-drops is the reason against Keleseth there.
If we look at the strongest strategies in Wild, most of them don’t benefit from or can’t run Kel even if they wanted to.
Jade decks, Barnes decks, Baku/Genn decks – all pretty self-explanatory, not an option.
So what else is there left in Wild that actually plays “good 2 drops” rather than Kel? Aggro mage, which admittedly has way too many juicy 2 mana class cards… and the old aggro pally with minibots, creepers and eggs, which got superseded by Bakadin anyway.
Reno decks could if they wanted to, but obviously they’re too focused on control tools and/or more beneficial greed cards (ie their choice of 2 mana cards is not based on good stats or minion synergies).
They’re already operating under the singleton restriction, adding another is currently not worth it. But it’s not completely out of the question that eventually they might run Kel – if at some point there’s enough alternatives for the 2 mana cards of their choice at 1 and 3 mana, why not, as long as the deck plays minions?
Same reason why it makes sense to expect that more and more Baku/Genn decks of all kinds will appear in time – with the ever-increasing card pool, in Wild such mana cost based deck-building restrictions will keep trending towards negligible.
Of course, no matter what card pool, Baku/Genn will always have the downside of making the deck 29 good cards + 1 bad minion which you never want to draw, but that is relatively minor price to pay for a straight up better hero power;
and Kel will always have the downside of making you hero power or play double 1s on T2 more often than not, but for some classes and in some metas this is also acceptable price for having stronger minions than opponent.
Though it does seem that Baku/Genn benefit outclasses Kel overall. Which doesn’t bode well for Kel in Wild. But that has more to do with guaranteed upgraded hero powers vs less reliable minion buff, rather than amount of good 2-drops available.
I’ll admit I haven’t played Wild in a long time, so I’m basing my opinion purely on replay data analysis on vSyndicate and HSreplay, but such data is more legitimate than anecdotal evidence from personal experience anyway.
It is a good point that a lot of the top performing decks in wild wouldn’t have much use for Kaeleseth but look at all the decks that could run it and in fact do in standard but they choose not to in wild, even if they are not top Tier decks.
e.g. Zoo, pirate, shudderwock, recruit hunter, aggro druid, aggro pally.
Not a single deck runs Kaeleseth in their most common form in wild. I will use the VS data so that we are talking about the same thing.
I disagree that it’s not because of better two drops available. with cards like mad scientist, minibot. Maelstrom, devolve, haunted kreeper, neurubian egg, Totem Golemn, ship’s cannon. They are simply better and far more consistent than running kaeleseth.
I cant see any other reason that a deck like zoo runs kaeleseth in standard and not in wild other than the fact that there are simply better options for two drops in wild which synergise way better with the overall strategy and is much more consistent. I do acknowledge that the wild version is more demon orientated whereas standard is completely different now, but if a kaeleseth version was better than demon than people would go that way.
Same with Shudderwock shaman. The deck is much better off with devolve and maelstrom portal than a Kaeleseth so it seems to me that the only reason they omit Kaeleseth from the wild version is the availablility of much stronger 2 drops that they would not give up for getting Kaeleseth sometimes.
Hunter is another example (which you gave that runs Kael in standard) but mad scientist plus trap synergy is simply better.
I understand your comments around the fact that with the increasing card pool in wild that you can use other cards which do similar things and I do think it is valid. But if that was the case then we would see more Kaeleseth in wild decks, rather than less when the counterpart in standard is already running Kaeleseth.
However, with an increasing card pool it also means increased synergies with other cards that two drops can interact with which is especially important for aggro decks with the turn two drop. People could be running Kaeleseth right now in Wild but there are more synergies
and better cards available not having the restriction of running him.
There are also two drops which simply do things which are super strong for their cost and I dont see Kaeleseth ever replacing where even just adding the one card to standard right now would probably be enough for players to take Kaeleseth out of their standard decks. If that’s not a true test of there simply being better two drops in wild which outweigh the benefits of Kaeleseth than I dont know what is. e.g. mad scientist, devolve
Great, I can already smell the aggrodecks with this card if their going to release some more 3 or 2 mana magnetic cards >.>
I don’t think aggro and the magnetic ability really go together. Yes it builds a powerful minion, but aggro is about flooding the board and putting on pressure, which is difficult if your building up one minion.
Yet again, perhaps aggro decks will now have the versatility to either build a single minion or flood the board depending on the match up.
mark of yshaarj, earthern might, blessing of kings, cold blood… buffs are played in aggro decks.
That’s the whole point of most aggressive decks actually
play minions then buff them the turn they attack
This card has really good frame data
Superb card for a magnetic mech deck. Wow!
hmm… 2 mana 1/5 with no downside and a mech tag…
Seems reasonable.
WTF. Amgam Rager has 1/5 too but costs 1 mana more and isnt even a mech. This card seems pretty overpowered in case of stats for the mana costs and the new magnetic mechanic.
Am’Gam Rager was a meme card, to be fair. I don’t think Blizzard ever expected it to see play.