How to make Mind Meld an actual viable card. Warning: Long Post
You can skip to the solutions on the bottom if you don't want to read the following explanation of the cards problems.
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The reason the card doesn't see play has nothing to do with the cost. It's the effect/pay off. The problem with the effect is as Swim stated the card wont's you to do two completely different things that contradict one another.
One it wants you to play a ton of spells. Easy enough. Then it wants you to flood the board with units. How do you do that? You can't have both. Its either one or the other.
At least that is what I thought till I made a deck that I have found can consistently do both and leave you with a full board of unites to buff up to anywhere between 7/7 - 11/11 by turn 7 or 8 and almost always have a mind meld in hand by then. By consistently I mean literally every time I played it. After 10 games with the deck I never once didn't have the mind meld and a full board by turn 7. I used all the multi unite spawning type spell cards between BW and P&Z with the usual P&Z board control spells and lots of BW an P&Z draw spells to find mind meld by turn 7 or 8.
The problem is mind meld is meant to be a finisher but it fails at its job. Up until turn 7 or 8 all you have are mostly low cost 1/1 chum blockers who you can't afford to block with most of the time. Then your reward for making it to turn 7 or 8 is to buff them all to 10/10 unites that all end up getting blocked then turn back into little 1/1 unites at the end of the round.
So you cleared the board but didn't even harm the enemy nexus 99% of the time. So unless you have another MM you are now dead in the water.
PS: I also tried using unites that spawned spells rather than spells that spawn unites but you rarely had a full board by the time MM was ready to be used.
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I'm sorry this took so long but I felt I had to first point out the problems before I could lay out the solutions.
Option 1: Make the effect stay. This would allow for you to clear their board, defend yourself during their turn, and hopefully finish them off on your next turn. It would also allow the enemy player time on their turn to take out some of your unites and build a defense for your next attack or do a board clear of their own.
Option 2: Give the unites Overwhelm or Elusive when under its effect. Though this maybe OP.
Option 3: Make the spell either burst or fast speed. This would allow you to attack in when you see a good opening where the enemy player can't block all your unites then when they confirm their blocks you hit them with MM and hopefully win.
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You can skip to the solutions on the bottom if you don't want to read the following explanation of the cards problems.
________
The reason the card doesn't see play has nothing to do with the cost. It's the effect/pay off. The problem with the effect is as Swim stated the card wont's you to do two completely different things that contradict one another.
One it wants you to play a ton of spells. Easy enough. Then it wants you to flood the board with units. How do you do that? You can't have both. Its either one or the other.
At least that is what I thought till I made a deck that I have found can consistently do both and leave you with a full board of unites to buff up to anywhere between 7/7 - 11/11 by turn 7 or 8 and almost always have a mind meld in hand by then. By consistently I mean literally every time I played it. After 10 games with the deck I never once didn't have the mind meld and a full board by turn 7. I used all the multi unite spawning type spell cards between BW and P&Z with the usual P&Z board control spells and lots of BW an P&Z draw spells to find mind meld by turn 7 or 8.
The problem is mind meld is meant to be a finisher but it fails at its job. Up until turn 7 or 8 all you have are mostly low cost 1/1 chum blockers who you can't afford to block with most of the time. Then your reward for making it to turn 7 or 8 is to buff them all to 10/10 unites that all end up getting blocked then turn back into little 1/1 unites at the end of the round.
So you cleared the board but didn't even harm the enemy nexus 99% of the time. So unless you have another MM you are now dead in the water.
PS: I also tried using unites that spawned spells rather than spells that spawn unites but you rarely had a full board by the time MM was ready to be used.
________
I'm sorry this took so long but I felt I had to first point out the problems before I could lay out the solutions.
Option 1: Make the effect stay. This would allow for you to clear their board, defend yourself during their turn, and hopefully finish them off on your next turn. It would also allow the enemy player time on their turn to take out some of your unites and build a defense for your next attack or do a board clear of their own.
Option 2: Give the unites Overwhelm or Elusive when under its effect. Though this maybe OP.
Option 3: Make the spell either burst or fast speed. This would allow you to attack in when you see a good opening where the enemy player can't block all your unites then when they confirm their blocks you hit them with MM and hopefully win.
"Love thy neighbor as thyself." - Mark 12:31
"So I should want to put a bullet in their head? Got it."
Did you also run von yipp? since it's obvious you don't have to rely 100% on mind meld you need to have back up plans? were your champions fizz/teemo?
I see a Mind Meld deck as a finisher for a Fizz/Teemo deck that runs both Professor von Yipp and Suit Up!.
that way you get rid of the "awkwardness" of mind meld I don't see why Swim thinks the card doesn't fit Bilgewater, there is a 1 cost random minion generation theme in the region, and a lot of card draw/fleeting.
something like this:
Fizz is elusive post Mind Meld and so is Teemo, so here is the solution of getting chump blocked, also there are some 1 drops that have elusive or even fearsome as well, running bad cards in your deck to make a bad card work is never a good idea.
So your "solutions" are to turn the card into an unstoppable finisher that resolves as early as Turn 7 with little to no counterplay.
Hearthstone: Me vs Firebat -> https://www.youtube.com/watch?v=09NCE81owjo
Those are some good suggestions. Ill try them. Thanks.
"Love thy neighbor as thyself." - Mark 12:31
"So I should want to put a bullet in their head? Got it."
In my opinion, it should be Give all allies +X/+X this round, where X is the number of spells you've played. In most cases, that would play like a sup'ed up For Demacia! The fact that the current implementation "undoes" your units' existing stats is just too restrictive IMHO--it means you can ONLY play this card in decks with units with low stats and lots of spells, which is extremely niche.