|Set:||Madness at the Darkmoon Faire|
|Abilities:||Deathrattle, Increment attribute, Put into hand, Rush|
Rush. Deathrattle: Draw a minion and give it +3/+3.
"I have been mrglrlglr… chosen!"
How to get[edit | edit source]
|Golden Claw Machine||400||50|
Strategy[edit | edit source]
Tempo-wise, Claw Machine isn't the best 6-cost minion around. Even when played on curve, it's low health makes it unlikely to stay on the board for more than a turn, unless it's trading into a minion with no more than 2 attack. On the other hand however, its' 6 attack, combined with the "Rush" ability, make it a very useful, if not overly versatile removal tool. A comparison could be made with Evasive Wyrm, which bears the same cost, with a slightly different stat-line, and trading the Deathrattle buff for "Can't be targeted by spells or Hero Powers".
The not-insignificant buff of Claw Machine's "Deathrattle" must also be taken into account. Giving a minion +3/+3 is not to be scoffed at, especially if it happens to hit a relatively low-cost minion with "Taunt", than can then be played on an empty board. This "Deathrattle" is a key factor in making up for any tempo lost on Claw Machine.
Overall, Claw Machine is a solid minion to include in any control-oriented or menagerie build. The "Mech" and "Deathrattle" tags allow it to work extremely well with both "N'Zoth, the Corruptor", and "N'Zoth, God of the Deep" . Even when playing these two minions from behind, having a high-attack "Rush" minion in the res-pool allows you to make some advantageous trades. On a side note, the Deathrattle effect can also be exploited by any Hunter deck running "Jewel of N'Zoth".
Lore[edit | edit source]
Gallery[edit | edit source]
Patch changes[edit | edit source]
- Patch 22.214.171.124614 (2020-11-12): Added.