IMO this is a one-and-done keyword for sure. It think its too tough to cost a utility card like this. It will be either OP or awful. Also the exclusivity to one tribe makes it not really playable if too weak and if it is powerful everyone basically be playing the same deck in standard. Seems like a really poorly designed mechanic.
IMO this is a one-and-done keyword for sure. It think its too tough to cost a utility card like this. It will be either OP or awful. Also the exclusivity to one tribe makes it not really playable if too weak and if it is powerful everyone basically be playing the same deck in standard. Seems like a really poorly designed mechanic.
I am inclined to agree with you.
They're slightly better than buff spells, because they are playable minions. (Union vs. Equip for those YGO people). But putting pants on cards is usually not what you want to be doing. The effects will likely have to be spikeridge steed levels of good to be worthwhile.
and ppl still say the devs dont support Wild mode. this mechanic is bonkers in mech decks in Wild. plus you havent seen all the sets cards AND there was that epic last set that was all tribes combined so thats already a support card for this new mechanic that is gonna LAST 2 years in standard.
At first I thought this would suck because why would you stack your stats and effect onto the same minion only to be prime target for removal?
But after thinking since adding stats to a minion in play gives you lot of flexibility when it comes to trading. For example giving +2+2 allows to trade into a minion and the deathrattle possibly kill another minion you wanted dead. Depending on the other cards the versatility could prove very good since they aren't just spell buffs but also a minion so can act as either depending on the situation.
and ppl still say the devs dont support Wild mode. this mechanic is bonkers in mech decks in Wild. plus you havent seen all the sets cards AND there was that epic last set that was all tribes combined so thats already a support card for this new mechanic that is gonna LAST 2 years in standard.
dont cry wolf so soon
It's kind of what the community does. I guarantee you there are several people already predicting that this will be the expansion that kills hearthstone and is the worst designed ever made etc.
Not so sure about that... A 2/2 deathratlle kill a minion in a class with play dead might just be good enough without any magnetic synergy. If it had been any higher statted it would've been down right broken in Hunter. The other magnetic cards may not be balanced quite the same way.
1) Conceptually this is a GREAT mechanic. It provides choice through tactical decision making. It also allows designers to make creature buff spells that are not dead card when drawn on an empty board.
2) Calling it "Magnetic" and limiting it to Mechs is a classic "flavour over function" design mistake. This should have been templated as "Graft to Mech" with "Graft" being the generic ability name and "Graft to" being a limiter - so Graft to Dragon or Graft to Demon would have also been possible, while Graft would have allowed it to be played on any minion.
So yeah, "Magnetic" will likely be one-and-done or "returns whenever we do another steampunk expansion", though I do hope they realize their mistake and make a generic version in a future expansion.
I think most of the tribes have a pretty clearly defined identity, and giving this to Mechs only is a neat way to fit the flavor of Robots that can be fused together while also giving them something unique.
I like Magnetic, since you have to balance the risk of single target removal vs. the rewards of buffing a minion that's ready to attack. Whether or not it will see play in constructed all depends on how they balance it, for sure.
The problem with Magnetic is that minion buff cards require very little stats to be good. Blessing of Kings is a card that is not that bad at all, and 4/4 for 4 mana would be terrible on a minions, so if Magnetic guys are balanced like buff spells, then they are garbage when You can't stick them to sth, and if they are balanced like minions, then they are busted when placed atop another mech. Agreed here.
The mechanic seems redundant and forced to me, the Omega thing is much more interesting, but we shall see. For now, this is the expansion I am least excited for, and I've been around since BRM.
and ppl still say the devs dont support Wild mode. this mechanic is bonkers in mech decks in Wild. plus you havent seen all the sets cards AND there was that epic last set that was all tribes combined so thats already a support card for this new mechanic that is gonna LAST 2 years in standard.
dont cry wolf so soon
It's kind of what the community does. I guarantee you there are several people already predicting that this will be the expansion that kills hearthstone and is the worst designed ever made etc.
This. People are already bitching about the expansion with a handful of cards revealed.
I’m stoked and will get both bundles. Seems like you will likely get most of the cards plus a whole lotta dust.
2) Calling it "Magnetic" and limiting it to Mechs is a classic "flavour over function" design mistake. This should have been templated as "Graft to Mech" with "Graft" being the generic ability name and "Graft to" being a limiter - so Graft to Dragon or Graft to Demon would have also been possible, while Graft would have allowed it to be played on any minion.
This is the point I was trying to make. For the good of the game they should be looking to add mechanics that can endure through multiple expansions. Tribe limiting is probably the biggest design mistake with this mechanic and I don't think we need to see the rest of the cards released to come to that conclusion. A 'Graft' mechanic that by definition could be played on a card of a specified tribe would be a good way to fix this. As it stands this will be crazy good in Wild though.
If you compare this to the Bestow mechanic from Magic: the Gathering, it actually has a lot of advantages. Magic had a similar mechanic where you could pay a separate, almost always higher Bestow cost (which is one advantage Magnetic cards have) to have the card come into play as a buff on another creature instead of a creature itself. Bestow could be used on any creature, which is an upside for it, but it really encouraged certain cards that gained advantages from getting buffs/playing buffs, and without them it was pretty subpar.
In the same vein, Magnetic cards highly encourage you playing Mechs, and although they can be played without them, they lose most of the advantage without them. If you think about Magnetic cards as being baseline buff spells with a deck building requirement, but ones that can also be played with no minions on the board, you can start to see why they have so much potential.
A big part of why the Bestow cards in Magic had steeper costs to Bestow than be played normally is because you're essentially giving the card charge, and since Magnetic cards have no increased cost when fusing, there's potential for some seriously broken stuff there. It all depends on the quantity and quality of Mechs released in the set of course, but if we don't see some GvG levels of Mechs and Mech synergy I'm going to be surprised, and if there isn't a tier 1 Mech Deck in Standard after this set comes out, I'm going to be VERY surprised.
I like the idea of a generic 'Graft' keyword instead of the very narrow Magnetic. I do think they missed a big opportunity to make things interesting for future designs.
The hold a dragon mechanic is easily ported over to any expansion in the future. I like this one.
Same with Discover mechanic. This can go into any expansion and not feel out of place.
Even the new Omega keyword is portable to all future expansions. I like this one alot for the flexibility and its very good in Arena.
IMO this is a one-and-done keyword for sure. It think its too tough to cost a utility card like this. It will be either OP or awful. Also the exclusivity to one tribe makes it not really playable if too weak and if it is powerful everyone basically be playing the same deck in standard. Seems like a really poorly designed mechanic.
I am inclined to agree with you.
They're slightly better than buff spells, because they are playable minions. (Union vs. Equip for those YGO people). But putting pants on cards is usually not what you want to be doing. The effects will likely have to be spikeridge steed levels of good to be worthwhile.
and ppl still say the devs dont support Wild mode. this mechanic is bonkers in mech decks in Wild. plus you havent seen all the sets cards AND there was that epic last set that was all tribes combined so thats already a support card for this new mechanic that is gonna LAST 2 years in standard.
dont cry wolf so soon
At first I thought this would suck because why would you stack your stats and effect onto the same minion only to be prime target for removal?
But after thinking since adding stats to a minion in play gives you lot of flexibility when it comes to trading. For example giving +2+2 allows to trade into a minion and the deathrattle possibly kill another minion you wanted dead. Depending on the other cards the versatility could prove very good since they aren't just spell buffs but also a minion so can act as either depending on the situation.
Imagine you have a mech on board... give it +4 / +4 and that's like 4 damage to the face... Aggro Mech Mage in Wild resurrection!!
Play Aggro. Stick with Aggro. Go Face. No where else. Win by Turn 5. Control Decks are garbage.
We do seem to be short on mechs in standard right now.
There are only seven. And none see play. https://www.hearthpwn.com/cards/minion?filter-include-card-text=y&filter-show-standard=y&filter-premium=1&filter-race=17&display=3
It's kind of what the community does. I guarantee you there are several people already predicting that this will be the expansion that kills hearthstone and is the worst designed ever made etc.
I would assume that this will depend fairly heavily on what mechs are introduced in this expansion. I agree its too hard to consider at the moment.
Balancing this one is going to be a bit of a nightmare.
Not so sure about that... A 2/2 deathratlle kill a minion in a class with play dead might just be good enough without any magnetic synergy. If it had been any higher statted it would've been down right broken in Hunter. The other magnetic cards may not be balanced quite the same way.
Two points:
1) Conceptually this is a GREAT mechanic. It provides choice through tactical decision making. It also allows designers to make creature buff spells that are not dead card when drawn on an empty board.
2) Calling it "Magnetic" and limiting it to Mechs is a classic "flavour over function" design mistake. This should have been templated as "Graft to Mech" with "Graft" being the generic ability name and "Graft to" being a limiter - so Graft to Dragon or Graft to Demon would have also been possible, while Graft would have allowed it to be played on any minion.
So yeah, "Magnetic" will likely be one-and-done or "returns whenever we do another steampunk expansion", though I do hope they realize their mistake and make a generic version in a future expansion.
I think most of the tribes have a pretty clearly defined identity, and giving this to Mechs only is a neat way to fit the flavor of Robots that can be fused together while also giving them something unique.
I like Magnetic, since you have to balance the risk of single target removal vs. the rewards of buffing a minion that's ready to attack. Whether or not it will see play in constructed all depends on how they balance it, for sure.
magnetic feel like a spell buff to me..
3 mana give a friendly mech +2/+2 (is it random btw? I HOPE NOT) and deathrattle "destroy a random enemy minion" it's good why?
cause the +2/+2 have charge! there are other +2/+2 cards that see play at 2 mana but the effect of this one is quite strong..
The problem with Magnetic is that minion buff cards require very little stats to be good. Blessing of Kings is a card that is not that bad at all, and 4/4 for 4 mana would be terrible on a minions, so if Magnetic guys are balanced like buff spells, then they are garbage when You can't stick them to sth, and if they are balanced like minions, then they are busted when placed atop another mech. Agreed here.
The mechanic seems redundant and forced to me, the Omega thing is much more interesting, but we shall see. For now, this is the expansion I am least excited for, and I've been around since BRM.
Now let’s see your conclusions “One and done” after a single card reveal. Next passage “it’ll be either OP, or awful”. k
Release the Kraken!
I think its safe to assume this expansion will be mech heavy
Seems ok.
This. People are already bitching about the expansion with a handful of cards revealed.
I’m stoked and will get both bundles. Seems like you will likely get most of the cards plus a whole lotta dust.
This is the point I was trying to make. For the good of the game they should be looking to add mechanics that can endure through multiple expansions. Tribe limiting is probably the biggest design mistake with this mechanic and I don't think we need to see the rest of the cards released to come to that conclusion. A 'Graft' mechanic that by definition could be played on a card of a specified tribe would be a good way to fix this. As it stands this will be crazy good in Wild though.
If you compare this to the Bestow mechanic from Magic: the Gathering, it actually has a lot of advantages. Magic had a similar mechanic where you could pay a separate, almost always higher Bestow cost (which is one advantage Magnetic cards have) to have the card come into play as a buff on another creature instead of a creature itself. Bestow could be used on any creature, which is an upside for it, but it really encouraged certain cards that gained advantages from getting buffs/playing buffs, and without them it was pretty subpar.
In the same vein, Magnetic cards highly encourage you playing Mechs, and although they can be played without them, they lose most of the advantage without them. If you think about Magnetic cards as being baseline buff spells with a deck building requirement, but ones that can also be played with no minions on the board, you can start to see why they have so much potential.
A big part of why the Bestow cards in Magic had steeper costs to Bestow than be played normally is because you're essentially giving the card charge, and since Magnetic cards have no increased cost when fusing, there's potential for some seriously broken stuff there. It all depends on the quantity and quality of Mechs released in the set of course, but if we don't see some GvG levels of Mechs and Mech synergy I'm going to be surprised, and if there isn't a tier 1 Mech Deck in Standard after this set comes out, I'm going to be VERY surprised.
I like the idea of a generic 'Graft' keyword instead of the very narrow Magnetic. I do think they missed a big opportunity to make things interesting for future designs.
The hold a dragon mechanic is easily ported over to any expansion in the future. I like this one.
Same with Discover mechanic. This can go into any expansion and not feel out of place.
Even the new Omega keyword is portable to all future expansions. I like this one alot for the flexibility and its very good in Arena.
Magnetic just seems too narrowly focused.
I do think you can talk abstractly about the mechanic and sort of reverse engineer what it will take to be good or bad.