Dr. Boom, Mad Genius is a 7 Mana Cost Legendary Warrior Hero card from the The Boomsday Project set!
Battlecry: For the rest of the game, your Mechs have Rush.
"Of course I've gone mad with power. Ever try going mad without it?"
Dr. Boom, Mad Genius Additional Information
Here’s Dr. Boom, Mad Genius’ Hero Power(s)
Dr. Boom, Mad Genius Card Review
Hero cards are probably my favorite type of cards, so I’m always glad to see more getting printed. However, this is the first time that Hero card has pretty much no immediate effect. While their Battlecries were always weak related to the mana cost, they DID something, so you didn’t only lose tempo. The only card that doesn’t do anything immediately is Valeera the Hollow, but it gives you Stealth, which means that the opponent can’t just rush you down as an answer. If you play this one on the curve, it’s just a 7 mana to gain 7 Armor, absolutely underwhelming (that kind of effect would cost roughly 2 mana).
However, the ongoing effect is absolutely nuts. If you play a Mech deck, most of your minions are Mechs. And giving all of them Rush is massive tempo gain. Being able to attack immediately with whatever you play is a very powerful effect, already proven by Houndmaster Shaw. I won most of the games in which it was on the board for a few turns, because you could do lots of power plays each turn. That’s why, despite the initial tempo loss, you might be able to come back just after one of two turns. This is especially powerful with any kind of Deathrattle Mech – being able to run it into something and proc the Deathrattle immediately is a big deal.
Power level of Hero Powers is quite high, to be honest. Of course, some are more flexible (like 3 damage – it’s going to be good in all matchups), some are less flexible (Armor is good vs Aggro, discovering a Mech is good vs Control). Generally, random Hero Power is pretty bad to have, because you can’t control it. If you know that your Hero Power always deals 3 damage, then you can plan around it. If it deals 1 AoE damage, same thing. On the other hand, since it switches at the END of your turn, not at the beginning, your opponent knows exactly which one he has to play around, but you don’t know which one you will have next turn. That’s a major downside.
The thing here is that we’d need a more Midrange-Control oriented Mech deck in order for this stuff to work. A more Aggro/Tempo based Mech Warrior deck would not want to spend his entire Turn 7 doing nothing, especially since it’s around time he wants to be finishing the game. Rush is also not THAT good in late game in faster builds, because it can’t go face (it’s still better to have Rush than to not have it, of course, but it’s not your favorite keyword).
Overall, I’m on the edge about this card. I think that it has some potential, but a good, probably slow Midrange or Control Warrior deck built around Mechs needs to be made for this to be good. On top of that, more good mid/late game Mech options need to be printed, because rushing that Upgradeable Framebot ain’t going to do much work. I still think that it should see some play, just because giving Rush to all of your minions is very, very powerful in the long run.
Card rating: 8/10
Dr. Boom, Mad Genius Full Card Art