So based on the video, it appears that playing a Magnetic card on the left will fuse it with another minions, whereas playing it on the right will just play it as a normal minion. I was really hoping we would have the ability to choose which function we wanted, so this makes me really happy. This also makes valuing these cards a lot more interesting.
(delayed) Deadly shot on a stick. Which is not a boon. Needs more low health mechs to get those value curve board control trades.
I still wouldnt sleep on it, because 1 or 2 decent mechs (or mechs that this support really well (like with rush) could make it a decent choice.
Im still unsure about these Enchantment minions (Theros lol) yet (most the time Id rather have 2 bodies with effects than 1 with condensed effects thanks to silence), but Im glad they are giving mechs something more than basically murloc winmore like they were in GvG.
c'mon, guys... it's a mech... in a mech themed expansion... with new mechanic from new expansion... it can't be that bad... ^^
deathrattle/egg hunter (maybe warlock) will love this one...
not sure which class will fit the mech theme the most... maybe warrior with the new Dr B hero... ^^
How warlocks could benefit from an hunter card XD?
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
@Thonson - agree completely. To activate magnetic you should have to drag the magnetic creature over an existing mech, not this "position matters" stuff which I'm bound to forget the first few times and accidentally combine mechs I wanted to keep separately.
The only cool outcome from doing it this way would be if positioning mattered to an extent that mechs already on the board combined automatically if a magnetic minion is to the left of a mech. That would create meaningful complexity rather than just being a UI fudge, but of course would weaken the ability by making it a liability that your opponent can trigger.
@Thonson - agree completely. To activate magnetic you should have to drag the magnetic creature over an existing mech, not this "position matters" stuff which I'm bound to forget the first few times and accidentally combine mechs I wanted to keep separately.
The only cool outcome from doing it this way would be if positioning mattered to an extent that mechs already on the board combined automatically if a magnetic minion is to the left of a mech. That would create meaningful complexity rather than just being a UI fudge, but of course would weaken the ability by making it a liability that your opponent can trigger.
And if you have already 7 minions on board you cant fuse them I guess. This is something illogical too I think.
I read this as a flexible kill 2 big minions card. Kill the first by buffing a minion on board to be big enough to make an unexpected kill, and assuming that the attack also kills it, another minion dies.
Played alone on curve this is good, you have the flexibility to go tall or wide, and as a top-deck this is workable.
Very good utility card - obviously very vulnerable to silence. The stats aren't terrible given the overwhelming potential for the deathrattle. Seems better than voodoo doll b/c it is easier to trigger immediately by playing on an existing minion.
This card is better than a lot of other 3 drops late game though.
In a control hunter or even aggro hunter your on board minions can do double duty with the deathrattle. you can take out a taunt and another opponent in a really fast way to make way for other threats.
Not bad to play as a stand-alone minion on curve either if the opponent cant play around the deathrattle. The fact that this can take out potentially much bigger minions and potentially go two for one with them is pretty significant - thats more efficiency than a lot of the hunter spells it competes with.
Hunter is also a little light on pure removal, and while this is random removal, you have some control over what it takes out.
Would you play a "Spell: Give a Mech minion +2/+2 and Deathrattle: Destroy a random enemy minion?"
Maybe? It's borderline. I'm leaning towards no, because of the type-restriction, but it's close.
The card is better than that spell because it is also a minion. So that's a consideration as well. But the minion itself is not all that good: a worse Giant Wasp.
I am not sure I agree. It's certainly worse in a straight forward sense. It does a few things that Giant Wasp doesn't do though. It's a good board clear determent. It also has good synergies with Play Dead, Terrorscale Stalker, and Seeping Oozeling. Obviously the Magnetic keyword is there too but that is pretty reliant on what other mechs we get available to hunter.
https://d2q63o9r0h0ohi.cloudfront.net/videos/expansions/the-boomsday-project/2_magnetic_export-cfbd1d1f77418d34e52c2b59ea58e8f0a3803bc8e2aba5198746e0d83f52e6fee65a6f569bb44177f5474e3beb1c1087de28c7b78ff2c1742bae30bf1866c78f.webm
So based on the video, it appears that playing a Magnetic card on the left will fuse it with another minions, whereas playing it on the right will just play it as a normal minion. I was really hoping we would have the ability to choose which function we wanted, so this makes me really happy. This also makes valuing these cards a lot more interesting.
Source: https://playhearthstone.com/en-us/expansions-adventures/the-boomsday-project/
Click the image to go to my custom Time Traveler class.
looks interesting and a new keyword, good removal card too.
Rumors are carried by haters, spread by fools, and accepted by idiots.
(delayed) Deadly shot on a stick. Which is not a boon. Needs more low health mechs to get those value curve board control trades.
I still wouldnt sleep on it, because 1 or 2 decent mechs (or mechs that this support really well (like with rush) could make it a decent choice.
Im still unsure about these Enchantment minions (Theros lol) yet (most the time Id rather have 2 bodies with effects than 1 with condensed effects thanks to silence), but Im glad they are giving mechs something more than basically murloc winmore like they were in GvG.
Welcome back, Mech Mage.... :P
Phant4sm#1722
Seems nice 😀
Nightmare Amalgam -> this -> Dire Frenzy -> profit?
c'mon, guys... it's a mech... in a mech themed expansion... with new mechanic from new expansion... it can't be that bad... ^^
deathrattle/egg hunter (maybe warlock) will love this one...
not sure which class will fit the mech theme the most... maybe warrior with the new Dr B hero... ^^
How warlocks could benefit from an hunter card XD?
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Awesome arena card! Will need to see if this can be useful in a constructed environment with aggro decks still running around.
Thank you for the clarification!
fair point... :P ...thx...
Does the deathrattle effect only work if it attaches to a mech or does it have it on its own if you play it without a mech?
this is the lowest point of aggro ever, there are barely any aggro decks in the meta..
heal warlock, aggro mage, odd pal... ^^
Meat Wagon hahahaha !
Love the tribes.
@Thonson - agree completely. To activate magnetic you should have to drag the magnetic creature over an existing mech, not this "position matters" stuff which I'm bound to forget the first few times and accidentally combine mechs I wanted to keep separately.
The only cool outcome from doing it this way would be if positioning mattered to an extent that mechs already on the board combined automatically if a magnetic minion is to the left of a mech. That would create meaningful complexity rather than just being a UI fudge, but of course would weaken the ability by making it a liability that your opponent can trigger.
And if you have already 7 minions on board you cant fuse them I guess. This is something illogical too I think.
Love the tribes.
I read this as a flexible kill 2 big minions card. Kill the first by buffing a minion on board to be big enough to make an unexpected kill, and assuming that the attack also kills it, another minion dies.
Played alone on curve this is good, you have the flexibility to go tall or wide, and as a top-deck this is workable.
Very good utility card - obviously very vulnerable to silence. The stats aren't terrible given the overwhelming potential for the deathrattle. Seems better than voodoo doll b/c it is easier to trigger immediately by playing on an existing minion.
Reminds me of vilespine slayer which is great.
This card is better than a lot of other 3 drops late game though.
In a control hunter or even aggro hunter your on board minions can do double duty with the deathrattle. you can take out a taunt and another opponent in a really fast way to make way for other threats.
Not bad to play as a stand-alone minion on curve either if the opponent cant play around the deathrattle. The fact that this can take out potentially much bigger minions and potentially go two for one with them is pretty significant - thats more efficiency than a lot of the hunter spells it competes with.
Hunter is also a little light on pure removal, and while this is random removal, you have some control over what it takes out.
I am not sure I agree. It's certainly worse in a straight forward sense. It does a few things that Giant Wasp doesn't do though. It's a good board clear determent. It also has good synergies with Play Dead, Terrorscale Stalker, and Seeping Oozeling. Obviously the Magnetic keyword is there too but that is pretty reliant on what other mechs we get available to hunter.