Mind Control is on our Mind
Mind control is fine in constructed. The real problem is that it's entirely too powerful in arena, where its much more difficult to play around.
It would be much less of a problem if it didn't have the potential to be such a HUGE value swing when targeting fat creatures.
I think the best way to fix the card would be to rework it to cost less mana, but have a limit on the cost of the creature's it can target. This would give Priest's some much needed early game power. It would also retain the core idea of Mind Control and its inherent 2 for 1 while mitigating some of its game-breaking potential.
It's a really interesting mechanic, and I talked all about it on one of my podcasts. It's a really fun puzzle trying to figure out how to beat the opponent by turning their own deck against them. But I think, as a whole, most players don't have that perception and understanding that, for the Priest, it adds this new puzzle level. They just see them as someone who takes all their stuff away and puts it out of their control. I think the perception of the class mechanic is the real problem, not something like Mind Control on it's own. Remove that card and I think people will start to see the deeper issue to the mechanic and just start complaining about other cards that use that mechanic.
Mind control should give them control for the next round such that the person losing the card must decide to remove it or allow the priest to use it for the next round before being returned to them. As it stands now it's too strong.
The other option would be to have it take control of a random enemy unit so that it must be used more carefully.
It's just easier people keep natural counters the would already have; Mage Polymorph, Shaman Hex, Rogue Assassinate, etc.
If mindcontrol is a perma trade it shouldn't be.
Do whatever you need to in costs but make it a single turn only. At the end of the turn it is cast have the minion revert to the person who was in control prior to the cards casting.
This would force more board plays to be made off of the card.
Takes opponents minion, suicides into other minion netting a plus 1.
Takes opponents big minion, uses it to kill opponents other big minion. Use some card to blow up your MC minion in trade for direct dmg etc.
Way more combos to be had forcing a revert after the turn.
Heres an option to mind control: I used to play wow and mind control was a channel spell. Change mind control to this "A player channels mind control gets control of an enemy card. If the priest takes damage the channeling is broken and the card is returned to the original owner" boom, problem solved.
Please report any Code of Conduct violations, including:
Threats of violence. We take these seriously and will alert the proper authorities.
Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.
Harassing or discriminatory language. This will not be tolerated.