I've been having better luck with the card in a shaman deck I built TBH. Maybe it's mainly due to me being new at bomb hunter and not being able to play it to it's full potential yet, but I've not won loads of games. Granted when I get to cast it like 2 or 3 times it usually does impact the game.
I honestly don't think it's that busted though in standard, unless you'e playing a warrior then, then it will smash you. anything aggressive completely steam rolls bomb hunter, and SN1P-SN4P doesn't change that.
Also I've not done any combos with Necro yet, but what I'm seeing is the card is most likely going to be cut, and will only really be used in more death Rattle orientated decks. There's just not that many ways to combo it from what I'm seeing in bomb hunter, it's too expensive and takes a few turns to set up to get huge value from it.
I'm still trying 1 copy though as I'm sure I just need to learn the deck properly. These are just my first impressions.
This is the deck I mean specifically. I took it from Tempe443 (Who hit #10 Legend with it), and made one change. (He wasn't running Shaw which seems crazy to me.)
I'm not sure if this is the deck's final form, and the meta will guide what happens. But I like a lot of what this deck does. It has reasonable card draw. It has reload. It can remove tall threats. It can go wide. It can go tall. It's fast (magnetic, mana cheat, & rush). It has 1 rare but awesome AOE.
It does a lot, and it feels like a good deck in the way Bomb Hunter never felt for me.
thanks man. I'm missing shaw, but can probably use some of the ideas. I had thought about running nine lives, but I tend to only run it in a deck with fewer death rattles so I can pick the exact thing I want (which is usually more spider bombs or the heal/taunt of applebaum. the other death rattle is ursatron I run in that deck, which I rarely pick with nine lives. I do run a cheeky Vargoth as well though to get doubles, ha ha)
That deck you posted is very similar to the bomb list I'm running at the minute, only it's more geared at death rattles than bombs. I will have to try it out. You think it will hurt the deck a lot not having shaw and only having 1 necro?
Really, at least in Standard I hardly see it and already dropped it from my mech hunter list because it was clogging my hand when I needed other cards. Wild may be a different story.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
You can usually be smart about your deathrattle pool thanks to most of the deathrattles also having the magnetic tag.
Is it a game where you need to keep going wide (like against token or Zoo)? Then don't magnetize Replicator or (all of your) SN1P SN4Ps. Is it a game where you need to ensure you kill tall threats (like Cyclone Mage)? Then don't magnetize Spider Bomb. Is it Warrior? Magnetic most of your cards that are deathrattles so you can ensure Mechanical Whelps and Ursatrons.
Gearing the deck more towards deathrattles than bombs seems to be the big revelation (for me). Bombs were too linear a game plan. This deck is really modular. Although, I can imagine once it is more popular, it can still be susceptible to aggro if you don't draw the right pieces.
The original deck didn't run Shaw, it ran a bomb toss. So you could sub that. The missing necromechanic could probably be another missile launcher or an unleash the hounds or maybe even the second bomb toss. I do particularly like the Shaw/Mechanic package though, because it gives you bulky threatening minions to play on curve if you missed Galvanizer>Wargear.
You can usually be smart about your deathrattle pool thanks to most of the deathrattles also having the magnetic tag.
Is it a game where you need to keep going wide (like against token or Zoo)? Then don't magnetize Replicator or Snip-Snap. Is it a game where you need to ensure you kill tall threats (like Cyclone Mage)? Then don't magnetize Spider Bomb. Is it Warrior? Magnetic most of your cards that are deathrattles so you can ensure Mechanical Whelps and Ursatrons.
Gearing the deck more towards deathrattles than bombs seems to be the big revelation (for me). Bombs were too linear a game plan. This deck is really modular. Although, I can imagine once it is more popular, it can still be susceptible to aggro if you don't draw the right pieces.
The original deck didn't run Shaw, it ran a bomb toss. So you could sub that. The missing necromechanic could probably be another missile launcher or an unleash the hounds or maybe even the second bomb toss. I do particularly like the Shaw/Mechanic package though, because it gives you bulky threatening minions to play on curve if you missed Galvanizer>Wargear.
so if I mag a death rattle, it doesn't count as having died? ah thanks, I wasn't aware of this. I've only ever ran nine lives in that one deck and it only has 3 DR's, so never noticed before. ha ha.
Yup! It's sneaky that way. Now that they have a chance to shine, Magnetic is a really interesting, modular mechanic.
I agree that magnetic is probably the best thing in the game right now for getting damage. this is why I'm even running them in shaman rather than other stuff. I mean with shaman it's not as obvious and people don't expect it. nothing better than starting off with a murloc and then 2 turns later you have a mech with ten damage and they're like "wtf just happened, isn't this murloc shaman" half the time they ignore your amalgam and then you whack a replicating menace on it. then it's too late, the sticky board state has been started and they're going to die.
I think coppertail imposter is overlooked a lot as well. it's great as a turn 4 drop as it often goes left because of stealth, which means you can mag it next turn for definite damage. sticking the 5/5 onto it is huge.
I don't know if every class can accommodate a mech package, but I know warlock can do it quite well as well and I've heard some people running them in druid as well. So far my favourite is shaman though, just because it seems to blend together really well with electra/zentimo/storm bringer and bloodlust and stuff. You can build a really interesting deck. SN1P-SN4P just made it even stronger as I have yet another way to make my board sticky.
Ideally you get some of those bots back from SN1P or replicating menace and then you start magnetizing things to them, and cast soul of the murloc so your board comes back, then you get a finsher with bloodlust. probably my favourite deck right now.
PS: my deck is totally different to the token/mech decks flying around. I can't upload it here though for some reason. I do have it on out of cards though if you wanna check it out.
It's OP for sure, and it needs a nerf, but strangely enough I haven't seen it decide the majority of matches I've played at Rank 8-7 so far.
Has it been the broken swing mechanic vs you in a lot of your matches?
Aside: I've played token shaman recently and that deck likes SN1P-SN4P but definitely doesn't rely on it.
I've found it to be a really good glue card. More like Zilliax. Less like...I don't know Vargoth? Something that can totally swing the game.
Redundancy on magnetic effects. Extra redundancy because of echo. Redundancy on deathrattle for nine lives and mechanic. Redundancy on token generation with replicator.
I guess it's OP in that it can fill so many roles. But I don't think I've done a triple magnetize turn or anything like that.
It's OP for sure, and it needs a nerf, but strangely enough I haven't seen it decide the majority of matches I've played at Rank 8-7 so far.
Has it been the broken swing mechanic vs you in a lot of your matches?
Aside: I've played token shaman recently and that deck likes SN1P-SN4P but definitely doesn't rely on it.
I've found it to be a really good glue card. More like Zilliax. Less like...I don't know Vargoth? Something that can totally swing the game.
Redundancy on magnetic effects. Extra redundancy because of echo. Redundancy on deathrattle for nine lives and mechanic. Redundancy on token generation with replicator.
I guess it's OP in that it can fill so many roles. But I don't think I've done a triple magnetize turn or anything like that.
I've gotten triple with it after reducing it to 1 mana in hunter. I've seen someone get it for zero mana in wild though, in which case you can go nuts with it.
I'm running this in standard even with pogo rogue. If it's being run in almost every deck for a significant amount of time it'll get a nerf eventually.
I'm running this in standard even with pogo rogue. If it's being run in almost every deck for a significant amount of time it'll get a nerf eventually.
time will tell. a lot of decks my drop it if they don't have a lot of reasons to keep it around. I think the decks that will benefit from it most will be decks that can take advtange of a board of 1/1's that can act right away. So any deck that has buffs and things like that. I can imagine it help with pogos though as it gives you something to mag to after it pops.
It's OP for sure, and it needs a nerf, but strangely enough I haven't seen it decide the majority of matches I've played at Rank 8-7 so far.
Has it been the broken swing mechanic vs you in a lot of your matches?
Aside: I've played token shaman recently and that deck likes SN1P-SN4P but definitely doesn't rely on it.
I've found it to be a really good glue card. More like Zilliax. Less like...I don't know Vargoth? Something that can totally swing the game.
Redundancy on magnetic effects. Extra redundancy because of echo. Redundancy on deathrattle for nine lives and mechanic. Redundancy on token generation with replicator.
I guess it's OP in that it can fill so many roles. But I don't think I've done a triple magnetize turn or anything like that.
I can absolutely see that happening. Now that I think about it, I've used it to bait out removal like warpath and following up with Replicator on Mecharoo. It's just way too good. I agree that it's like Zilliax in its utility, but it's toxic- good. Zilliax is just perfectly balanced.
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Discounting it to zero with mechwarper + corpse widow and the like strikes me as a meme, but even at one mana the card is incredibly nutty, and that's doable with 2 cards in standard: Summoning Portal and the now nerfed reckless experimenter.
clearly not the most well-thought-through card ever printed.
Edit: I don't think this card is OP in the sense that it single-handedly decides games, I think it's much too flexible and over-statted for the cost. If you need to go wide, it does that. If you need to go tall, it does that as well. It provides some recovery from board clears and it facilitates effective trades. Typically a card that is this multi-purpose costs you an extra mana or two in stats. Compare it to Ziliax. Is rush lifesteal taunt divine shield worth more mana than echo and deathrattle? Debatable, but probably. Is it worth two more? Ehhhh....
People cry about this card in wild but what they really should be crying about is inner fire priest - same shit, can't leave not just any mech on board but anything at all with over 3-4 HP ^^
thanks man. I'm missing shaw, but can probably use some of the ideas. I had thought about running nine lives, but I tend to only run it in a deck with fewer death rattles so I can pick the exact thing I want (which is usually more spider bombs or the heal/taunt of applebaum. the other death rattle is ursatron I run in that deck, which I rarely pick with nine lives. I do run a cheeky Vargoth as well though to get doubles, ha ha)
That deck you posted is very similar to the bomb list I'm running at the minute, only it's more geared at death rattles than bombs. I will have to try it out. You think it will hurt the deck a lot not having shaw and only having 1 necro?
Really, at least in Standard I hardly see it and already dropped it from my mech hunter list because it was clogging my hand when I needed other cards. Wild may be a different story.
Free to try and find a game, dealing cards for sorrow, cards for pain.
You can usually be smart about your deathrattle pool thanks to most of the deathrattles also having the magnetic tag.
Is it a game where you need to keep going wide (like against token or Zoo)? Then don't magnetize Replicator or (all of your) SN1P SN4Ps. Is it a game where you need to ensure you kill tall threats (like Cyclone Mage)? Then don't magnetize Spider Bomb. Is it Warrior? Magnetic most of your cards that are deathrattles so you can ensure Mechanical Whelps and Ursatrons.
Gearing the deck more towards deathrattles than bombs seems to be the big revelation (for me). Bombs were too linear a game plan. This deck is really modular. Although, I can imagine once it is more popular, it can still be susceptible to aggro if you don't draw the right pieces.
The original deck didn't run Shaw, it ran a bomb toss. So you could sub that. The missing necromechanic could probably be another missile launcher or an unleash the hounds or maybe even the second bomb toss. I do particularly like the Shaw/Mechanic package though, because it gives you bulky threatening minions to play on curve if you missed Galvanizer>Wargear.
so if I mag a death rattle, it doesn't count as having died? ah thanks, I wasn't aware of this. I've only ever ran nine lives in that one deck and it only has 3 DR's, so never noticed before. ha ha.
It's OP for sure, and it needs a nerf, but strangely enough I haven't seen it decide the majority of matches I've played at Rank 8-7 so far.
Has it been the broken swing mechanic vs you in a lot of your matches?
Aside: I've played token shaman recently and that deck likes SN1P-SN4P but definitely doesn't rely on it.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Yup! It's sneaky that way. Now that they have a chance to shine, Magnetic is a really interesting, modular mechanic.
I agree that magnetic is probably the best thing in the game right now for getting damage. this is why I'm even running them in shaman rather than other stuff. I mean with shaman it's not as obvious and people don't expect it. nothing better than starting off with a murloc and then 2 turns later you have a mech with ten damage and they're like "wtf just happened, isn't this murloc shaman" half the time they ignore your amalgam and then you whack a replicating menace on it. then it's too late, the sticky board state has been started and they're going to die.
I think coppertail imposter is overlooked a lot as well. it's great as a turn 4 drop as it often goes left because of stealth, which means you can mag it next turn for definite damage. sticking the 5/5 onto it is huge.
I don't know if every class can accommodate a mech package, but I know warlock can do it quite well as well and I've heard some people running them in druid as well. So far my favourite is shaman though, just because it seems to blend together really well with electra/zentimo/storm bringer and bloodlust and stuff. You can build a really interesting deck. SN1P-SN4P just made it even stronger as I have yet another way to make my board sticky.
Ideally you get some of those bots back from SN1P or replicating menace and then you start magnetizing things to them, and cast soul of the murloc so your board comes back, then you get a finsher with bloodlust. probably my favourite deck right now.
PS: my deck is totally different to the token/mech decks flying around. I can't upload it here though for some reason. I do have it on out of cards though if you wanna check it out.
I've found it to be a really good glue card. More like Zilliax. Less like...I don't know Vargoth? Something that can totally swing the game.
Redundancy on magnetic effects. Extra redundancy because of echo. Redundancy on deathrattle for nine lives and mechanic. Redundancy on token generation with replicator.
I guess it's OP in that it can fill so many roles. But I don't think I've done a triple magnetize turn or anything like that.
I've gotten triple with it after reducing it to 1 mana in hunter. I've seen someone get it for zero mana in wild though, in which case you can go nuts with it.
I'm running this in standard even with pogo rogue. If it's being run in almost every deck for a significant amount of time it'll get a nerf eventually.
time will tell. a lot of decks my drop it if they don't have a lot of reasons to keep it around. I think the decks that will benefit from it most will be decks that can take advtange of a board of 1/1's that can act right away. So any deck that has buffs and things like that. I can imagine it help with pogos though as it gives you something to mag to after it pops.
I can absolutely see that happening. Now that I think about it, I've used it to bait out removal like warpath and following up with Replicator on Mecharoo. It's just way too good. I agree that it's like Zilliax in its utility, but it's toxic- good. Zilliax is just perfectly balanced.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I'm having a blast with it
Look for a card in the next set which gives your Microbots +2/+2 & Taunt etc..
Rusty Recycler
Ironic. It could recycle others, but not itself.
Discounting it to zero with mechwarper + corpse widow and the like strikes me as a meme, but even at one mana the card is incredibly nutty, and that's doable with 2 cards in standard: Summoning Portal and the now nerfed reckless experimenter.
clearly not the most well-thought-through card ever printed.
Edit: I don't think this card is OP in the sense that it single-handedly decides games, I think it's much too flexible and over-statted for the cost. If you need to go wide, it does that. If you need to go tall, it does that as well. It provides some recovery from board clears and it facilitates effective trades. Typically a card that is this multi-purpose costs you an extra mana or two in stats. Compare it to Ziliax. Is rush lifesteal taunt divine shield worth more mana than echo and deathrattle? Debatable, but probably. Is it worth two more? Ehhhh....
You can do the same thing in Priest with Reckless Experimenter or in Warlock with Summoning Portal instead of the Corpse Widow. Each will reduce SN1P-SN4P to 1 mana, then Mechwarper makes it 0 mana.
The mechanism of cost reduction always confuses me
no less than 1 should be the final command no matter what shit comes before
instead of (no less than 1 -> becomes 1 ) then (mechwarper reducing it to zero)
I already had to tech in silence to my beast hunter after getting walloped hard by mech decks, now I virtually never see them. Hilarious.
People cry about this card in wild but what they really should be crying about is inner fire priest - same shit, can't leave not just any mech on board but anything at all with over 3-4 HP ^^
Its nerferd cause of Priest nerf so dont know what u mean