A new Common Neutral Minion, Camouflaged Dirigible, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
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I'm sure sn1p snap warlock in wild will find a use for it
Yeah sure. Mechs really needed board stealth shenanigans....
It was really inevitable to design such a card...
Could set up potential Magnetize OTKs, which isn't good for the metagame. Why Blizzard, why ....
Seems like a meme to me, we had a stealth mech for 4 mana, I can't see this card being any better, giving other cards stealth for more than 1 mana is just not worth it..
Camouflaged Dirigible has hysterical art, a nearly vanilla statline, and an effect that helps aggro mech decks finish off their opponents a la Conceal back in the old days. I could easily imagine this as a one-of in such a deck - probably not a two-of since there are other finishers like Leeroy Jenkins that would do the job just fine.
This is a real toss-up for me and I think will either be awesome or useless based on the class - I think Warrior will be a bad fit, but Hunter and Paladin will make good use of this.
Warrior: A lot of great warrior mechs are Taunts (or magnetize with Taunts) so I can't see Stealth being a good thing there and removing (temporarily) the Taunt.
Hunter: This would be great to get an extra turn's worth of clear off your Missile Launcher + Venomizer by stealthing it or for some otherwise bursty magnetic SMOrc
Paladin: Ditto for Hunter - the Stealth + Magnetic + SMOrc will be very strong, especially in Wild.
I don't predict this to be too impactful. Mech decks are usually fast-paced affairs; while this effect is certainly the nuts, it's just a bit too expensive. Somewhat like how Wargear has been slowly phased out of the most competitive mech lineups, this might be a trap card as well.
That said, this is exactly the sort of card that might set up some shenanigans, and for that, I like it.
The worst possible feeling is when the person you are meets the person you could have been.
This card has a very powerful effect but yeah they put the cost up for a good reason maybe it sees play.
hoping the cost makes it unplayable because otherwise this is gonna make mechs unbearable
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Sn1p-Lock will definitely experiment with this card.
Combined with Mecharoo it pretty much guarantees that you'll have a Mech on the board.
Long, drawn-out Control Match-ups with Boardclears en masse and an unbelievable amount of greedy cards?
Sign me up!
I'm very surprised to see a big support for the mechs in an expansion that doesn't focus about mechs, it's also one of the best neutral cards for supporting mechs (other than magnetize).
This card's effect is awesome compared to other trash neutral mechs. I don't know if it's best or not, but mechs are getting supported now. So can't wait to give it a try!
I’m glad this will only coexist with magnetic cards in Standard for four months.
Three stars for standard. It might be able to set up some combos, but I think those decks will be pretty marginal. It's a little bulky in terms of mana-cost for an effect like that. Powerful, but not flexible.
BUT, MIMIRON'S HEAD in Wild. I'm here for the memes.
Not too much you’d want to give stealth that badly as far as I can remember, so not all too great.
Who needs consistency when you could have fun?
The effect is strong, but the high cost offsets that. It seems kinda ankward to use in any deck. Maybe someone will find a way to turn this into some monstrous combo or whatever, but i don't see it. Wild may be in trouble though...
look guys, it's the MECHWARPER NERF
also it doesn't look very impressive. What mechs even are there in Standard that would benefit from this? We already had Copertail for Stealthed Magnetic shenanigans...this costs 2-mana more and only makes sense if you have a mech on board that even needs this.
At best this would see play in an aggro mech deck....but all of those already succeed at abusing magnetic anyways
I tried having fun once.
It was awful.
I see they are trying to work in the “this is useless unless it’s cancer” space.
Probably too slow to see play but can sometimes create a tight situation if your opponent can't deal with stealth.
Very nicely balanced. The effect is great, but on 6 mana it's a bit late for the absolute face-aggro decks pestering Wild. On a more mid-rangy mech deck it could shine, but those have to be invented still. A deck challenge that could pay off quite a bunch.
Possibly just an experimental card to find how to print more stealth without it being uninteractive and frustrating.
This will probably be used in some sort of dumb jank combo deck, but other than that I doubt this card will ever see play.
Giving something stealth is useful when you want to make sure that a minion will be able to attack at least once. The issue is that because this card is 6 mana, it will likely only ever be used on a minion that has already been on the field at least one turn. Usually stealth is only needed for 1 turn, so unless you want to wait until turn 9-10 to give a 3-4 mana minion stealth, this isn't going to be useful. And if you do try and give a 3-4 mana mech stealth, then you will probably die because you just spent your entire turn basically doing nothing.
First rule of the English language: Their our know rules.
It's okay, I guess. I suspect it will be a card you never see until all of a sudden someone drops it and you're like "wait what" as it wrecks your game-plan unexpectedly.
The effect here is really interesting, but the timing of its release is a bit weird. When Boomsday Project rotates this will need way more stuff to have any impact in standard, though there is a lot of fun stuff going on with it in Wild at least. The cost is thankfully high so that its not totally abusive.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
After seeing this card I am somehow happy that Boomsday is rotating in about 4 months.
And no, I don't want to go to wild for now.
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