Vypper is something you want to play immediately before leaving a round, so there is not a lot of time to answer it.Among the three, Vypper seems very bad to me as it has a lot of potential downsides. It shouldn't be killed, it shouldn't be locked and you need to build around Vypper so that it returns in R3.. it is pretty useless if not drawn in R1 and can be shut down by factions which needs their GY support. Ideally Vyyper should have been 8 points since it has so many disadvantages.
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Also from among the 3 it is the only one that gives carryover, next to Gabor and Ciri:Nova the best carryover currently possible.
You could argue that Hjalmar and Ozzrel would be better counters if it had higher base strength.
It forces the opponent to make a suboptimal play in a later round, even if does not return that is still carryover.
I would say Vypper is the most fragile, but also the potentially strongest of the faction beasts currently revealed.
It is, which is why I am saying that all 3 have about equal potential, otherwise I would say Saber-Tooth would be the worst.[...]
Saber is a good card. It can get 9 or 11 and can act as an uninteractable 7 points.
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You do realize that the Bear only shuts down one row and a lot of the currently used MO consume stuff is on deploy, so they can just switch to the other row, right ?[...]
Bear on the other hand completely shuts down MO. MO knows nothing other than boosting. So, unless you kill the Bear in one shot (Rockslide or Heatwave), this can shut down MO. You don't have to play Bear as your first card. Wait till MO plays 3 or 4 thrive units on a row and then play it on the row, to make that row a dead row. I don't like MO, infact I hate them, but I can see how this can hurt MO. Doing partial damage to this will not work as "Restore" (which has not been used till now), Heals the unit first before boosting. Use it on Bear to heal it back up.
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As for the thrive engines you are right, however if 4 thrive engines are on a row the MO player is either silly (not spreading the engines into multiple rows) or already has 2-3 engines on the other rows, at which point they have already gotten sizable value.
It is not like MO is forced to play into the same row and with every turn passed before it gets dropped thrive cards already get value. Just take Bruxa as an example, 2 turns and the card is effectively worth 7 points, a Bear afterwards does not change that fact, it only blocks it from getting more.
Ozzrel might not be used as as large a finisher if Bear is played directly before it, however in that case it only interacts with Ozzrel and Ozzrel can still just go into the Melee row and consume something from the opponent's graveyard, easily consuming a 5-7 (as the minimum in 90%+ of games), trading down little, if it even does.
As someone who considers MO one of his favourite factions I can tell you that you overhype the impact and that this card is indeed good, however in no way whatsoever even remotely as imperative to remove as you claim.[...]
As an ST main, I am not much worried about this card as, as an ST, I can always move it to the Melee row. Just saying how absolutely essential for MO to remove this card.
To be fair this card countering all these strategies, which try to huddle behind a defender to play solitaire on a single uninteractable row, deserve to have a counter and should be willing to live with either a) also commit to another row, b) force out this card or c) run removal (not even SW, which actually does this, should have an issue spending an Anseis, Seltkirk or Viraxas to answer this thing).[...]
The deck I see most hurt is Vyso + Dandelion on Ranged.