Galvanizer

Galvanizer Card

Galvanizer is a 2 Mana Cost Rare Neutral Minion Mech card from the The Boomsday Project set!

Card Text

Battlecry: Reduce the Cost of Mechs in your hand by (1).

Flavor Text

Also known as a power zinc.

Galvanizer Additional Information

Galvanizer Card Review

A new, toned down version of Mechwarper. Which is fine, because Mechwarper was one of the first real “mana cheat” cards and it could lead to some crazy scenarios.

First of all, stats. That’s where the card is much weaker than Mechwarper – 1/2 vs 2/3 is a huge difference on a 2-drop. Mechwarper actually had 2-drop’s stats, this has a 1-drop’s stats. Of course, if the effect is good enough, it will make up for that fact, and I believe that it’s the case here. But it luckily won’t be as broken as Mechwarper.

And now to the more important part – effect. I would say that the effect are comparable, and maybe this one is even stronger. The biggest difference is that Mechwarper’s effect was active as long as it was on the board. So in case it stayed there for 3-4 turns or something, it was absolutely busted and way, way better than this. On the other hand, lots of the time it was just killed by Fiery War Axe (2 mana…), WrathFrostbolt and such. It rarely stayed on the board for longer than 1-2 turns, but if it did, Mech deck usually won the game. This effect, on the other hand, is more consistent. If you drop it when you have 3 Mechs in your hand, you will get 3 mana discount in total, and that’s it. It doesn’t matter if it stays on the board or dies, the effect is still there. Which I believe made Mechwarper’s effect better in tempo-oriented decks, which usually had a low hand size and really wanted the discount on topdecked Mechs too. On the other hand, this fits more into a bit slower Mech decks, the ones that can wait before they have multiple of them in the hand before dropping this. It’s also better for any Combo deck using Mechs, since the discount is permanent.

That said, I think that even faster Mech decks will gladly take it, even though it’s no Mechwarper. It can speed up your progress and create some amazing curves. For example, in Paladin, you can drop this on T2, then Magnetize an Annoy-o-Module into it on T3, then Wargear on T4. If your opponent doesn’t have Silence or big removal, then you basically win the game with your 8/11 Taunt + Divine shield combo on Turn 4.

It’s a solid card and should see play in Mech decks. It’s nowhere near as degenerate as Mechwarper was, but that’s great. Of course, its viability will depend on how strong Mech decks turn out to be, and that’s a big question right now. We still haven’t seen most of the Neutral Commons/Rares, and they might be holding some nice Mechs/Mech synergies out there.

Card rating: 7/10 (as long as Mechs see play)

41 Comments

  1. RinMathews
    July 31, 2018 at 4:59 pm

    In an alternate timeline where blizzard made mechwarper balanced… how on earth did they ever make that a 2 mana 2/3…

    Reply
    • Belton
      August 2, 2018 at 8:48 pm

      Just saying that this is like mech warper is true but mech warper isn’t a effect that is permenant. Galvanizer is for the rest of the game. So it might fit in a mech OTK deck.

      Reply
  2. Unseen
    July 31, 2018 at 4:44 pm

    When comparing this to Mechwarper, this is much better since you instantly reduce the cost of your Mechs. Can’t wait to see a Warlock OTK.

    Reply
  3. Jed
    July 31, 2018 at 10:18 am

    Why is this cards so exciting? We’ve had an elemental version of the that saw a small amount of play in shudderwock and that’s it.
    This card doesn’t work in aggro decks and it never will
    1/5

    Reply
    • Zealot
      July 31, 2018 at 10:36 am

      Mechs seem better, it is neutral and it has one more health, better against ping or pally 4/5

      Reply
    • Asmodeus
      July 31, 2018 at 11:32 am

      Do you underrate every card that is rated high just to feel special?

      Reply
      • Soup And Salad
        July 31, 2018 at 12:31 pm

        There are reasons to be skeptical on the ultimate quality of many highly rated cards.

        Looking back on the Witchwood, cards like Lady in White, Dire Frenzy, Chameleos, Baleful Banker, Rebuke, and Dark Possession, none of which have seen that much play since their release are all rated at or above four stars, while Cinderstorm (Seen in Tempo Mage), Wispering Woods (A crucial piece of Token Druid), and Vicious Scalehide (The card that made Quest Rogue viable again before it was nerfed a second time) were rated two and a half or below.

        Sure, hindsight is 20/20, but a good helping of skepticism was enough to convince at least one of my friends not to immediately craft Lady in White.

        Reply
        • Deejissick
          July 31, 2018 at 5:12 pm

          Well said my friend. I completely agree. Untill we get a hold of these cards and a meta develops it is very difficult to rate these cards.

          Reply
        • Nimbus88
          July 31, 2018 at 8:52 pm

          Hear hear!

          Reply
    • Tyramir
      July 31, 2018 at 3:03 pm

      The difference is in Magnetic. It’s easy and tempting to ignore this body, but with Magnetic, even leaving small bodies in play may be questionable. This could go from a whimpy 1/2 to something more significant with the tempo swing it provides.

      Reply
    • Unseen
      July 31, 2018 at 4:41 pm

      The fact this is a Netural Card makes it better since any class can use it.

      Reply
    • Jed
      July 31, 2018 at 8:59 pm

      I would also like to make note that my reviews are completely unfair and are 95% based on my personal opinion. I’m just sharing my initial thoughts and ideas that I get when I see the cards.

      Reply
  4. Soup And Salad
    July 31, 2018 at 9:47 am

    While Galvanizer does look exciting, Fire Plume Harbinger has the exact same cost and card text except for Elementals and that has only seen play as a way to make a turn 10 Shudderwock able to have double the battlecry with Murmuring elemental.

    This does have an extra health stat and is neutral, but given the performance of that card and the general midrange strategies of both Mechs and Elementals, I am unsure if this will fair a whole lot better than Fire Plume has.

    Reply
    • Alt3r
      July 31, 2018 at 10:18 am

      Elementals and mechs have completely different mechanics, reducing the cost of a magnetic minion means a bit more than your tar creeper or servant of kalimos. Plus the card itself being a mech and having one more health means a lot when you can do something like T2 this T3 Annoy-o-module, when you don’t even have many things that mean that much when you hit them with Fire Plume Harbinger. It lacks the recovery from playing a 1/1 on turn 2, there are not any good cards on 3 (or 4 cost elemental) that benefit from playing an elemental last turn to recover the tempo loss, hence why it only saw play in Shudderwock.

      Reply
      • Soup And Salad
        July 31, 2018 at 12:21 pm

        Either way, it’s still a far cry from Mech Warper. Sure the thing had to survive on the board, but it was better on curve as a 2/3.

        It will probably fair better than Fire Plume because Mechs are mechs, but I wouldn’t really count on it surviving to be a magnetic target seeing just how many two attack one and two cost minions there are.

        Reply
  5. Thomas batman #1390
    July 31, 2018 at 9:25 am

    that is a pines, in his face

    Reply
  6. kamakazekid
    July 31, 2018 at 9:12 am

    This is the 2 drop that solidifies Mechs as an archetype in the meta, similar to what Rockpool Hunter did for Murloc decks.

    Reply
  7. Matt
    July 31, 2018 at 8:52 am

    Something to consider is how this will interact with faithful lumi. It makes lumi cost 0 so on turn 2 you have he potential to put 4/5 or 6/7 worth of states on the board

    Reply
  8. Dd
    July 31, 2018 at 8:49 am

    There was Clank!

    Reply
  9. Grant Bud
    July 31, 2018 at 8:17 am

    More opportunity to see a Shudderwock with mech ctun as a back up for combo fails

    Reply
  10. Omnitarian
    July 31, 2018 at 8:06 am

    Now Pogo Rogue can Pogo-Hopper+Lab Tech on turn 3, rather than waiting til turn 4! Shhh it’ll be viable just trust me

    The closest comparison we have is Fire Plume Harbinger. That one extra health can really make the difference in playability compared to Fire Plume, and magnetic is a better system to interact with discounts than the elemental synergy (1 mana discount on elementals was meh because you were planning on curving out your elementals anyway). I think it’ll be viable.

    Reply
    • sek
      July 31, 2018 at 9:33 am

      i don’t trust you

      Reply
  11. Nidnam1252
    July 31, 2018 at 7:32 am

    How can you not love that cute face?

    Reply
  12. BrokenGlass
    July 31, 2018 at 7:14 am

    Look out…here comes shudderwock mech combos…

    Reply
  13. Illneso2004
    July 31, 2018 at 7:11 am

    this actually really strong

    Reply
    • InfinityMinusOne
      July 31, 2018 at 7:12 am

      It depend son how good Mechs are. Fire Plume Harbinger also looked good on release but is very rarely seen nowadays.

      Reply
      • Xcuse4RunningAya101
        July 31, 2018 at 7:17 am

        This is the missing piece to unlocking Mecha’cthun insta win! I am a happy boy right now!

        Reply
      • Psycho
        July 31, 2018 at 7:35 am

        That’s because Elemental-type didn’t need them that much, but we saw from GvG that mech-types benefit from it, especially with the magnetize mechanic. Also, it’s a 1/2, Fire Plume was 1/1

        Reply
  14. 1
    July 31, 2018 at 7:09 am

    It`s mechwarper, but balanced. Yay.

    Reply
  15. Micah the stupid
    July 31, 2018 at 7:05 am

    I have to ask I read the article on this site:https://www.pcgamesn.com/hearthstone/hearthstone-boomsday-project-cards. And there it says there will be pve called puzzle labs, is that true?
    It stands under the card backs

    Reply
  16. Davis the Savage
    July 31, 2018 at 7:03 am

    It seems rather good, a bit understated, but thats understandable or else it would be super op. What combos could this allow?

    Reply
    • KLGamet
      July 31, 2018 at 7:03 am

      Mecha’Thun + Naturalize

      Reply
      • Davis the Savage
        July 31, 2018 at 7:10 am

        yep

        Reply
      • limwire5
        July 31, 2018 at 7:23 am

        That would only work if mechacthun and naturalize were your last cards in hand, deck has been drawn, and if you have no secrets/weapons on the field and no minions on the field. Not the most common scenario imaginable.

        Reply
        • KLGamet
          July 31, 2018 at 7:38 am

          Lol isn’t that the problem of every Mecha’Thun deck? Besides, druid has much carddraw and you can also burn your deck with Hemet, Jungle Hunter.

          Reply
    • JanseBasse
      July 31, 2018 at 7:17 am

      2 x Galvanizer and then when your deck is empty Mecha’thun + Bloodbloom + Cataclysm. With Warlocks HP, I think this is the most consistent use of Mecha’thun (given the cards we have seens so far).

      Reply
      • CorridorCreep
        July 31, 2018 at 7:38 am

        It doesent work with catacalysm due to the fact that it first destroys the board and then discards your hand

        Reply
        • DavistheSavage
          July 31, 2018 at 7:55 am

          Can someone test how cataclysm works on deathrattles? I really want the cataclysm combo to work, and now im afraid that it wouldnt

          Reply
          • SpamerJamr
            July 31, 2018 at 9:52 am

            The cataclysm thing I believe will most definently work, I mess with quest warlock a lot and that is how the interaction would usually work.

    • Piterno
      July 31, 2018 at 7:42 am

      Easy, Play two of these, then on another turn Mecha’Thun -> Bloodbloom -> Cataclysm when you have no cards in deck

      Reply

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