Looks like a solid body on which other effects and more stats can be attached. If magnetic will be a successful mechanic, this will likely see regular play.
For instance, fused with Zilliax you get a 4/7 minion with rush, lifesteal, divine shield and taunt for 7 mana (and two cards). Immediate impact with a good trade, healthgain and protection... sounds acceptable.
I think this will be deceptively amazing. Similar to dire mole. High HP low cost minion can stick on the board. Good with buffs. Can see this being used in aggro, zoo, Mech decks, mid range, all sorts.
I don't think it's very good unless a deck pops up that is built entirely around mech synergy. Even then, it's probably not great. Seems like a strictly worse Druid of the Swarm unless you're relying on the mech tag.
Dumb and unfair comparison. One’s a class card which are meant to be more powerful. One is neutral and Mech makes a huge difference. If you’re going to compare cards least compare like for like.
This card is almost the new undertaker. In trying to justify magnetic they pushed the stats and tribe too hard on this one. Expect there to be owls in every deck.
I know this is a reference to Dire Mole, but now I got the idea of a mech version of Dire Frenzy in my head. And I want it. Shuffling fused mechs into my deck sounds awesome.
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
This card is almost the new undertaker. In trying to justify magnetic they pushed the stats and tribe too hard on this one. Expect there to be owls in every deck.
Well they have to make Magnetic viable somehow. After an Owl it will still be a 1/5 Mech. The next card with Magnetic can still hop on and effectively get Charge.
Also, if you use an Owl to clear a Spider Bomb used as a buff, you've used a 3 mana card to counter a 3 mana card that has already swung for +2 damage, leaving behind a 2/1 that gets cleared by the 1/5. Net lose.
Also, Magnetic decks will have more Magnetic than you have Silence. So you will need to save Silence for a big swing. So the cheap Magnets will sometimes get a pass, see their deathrattles go off, etc.
Also, Magnetic cards can be played solo to play around silence. But Owl is a bad card if there's nothing good to play it on.
So even in a Silence meta, Magnetic can probably get by. But it may mean that archetypes that don't take much pain from Silence get a big boost from farming decks that rely on it.
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
This card will be obnoxious in the upcoming meta. Not only cause of magnetic, but also just with any other cheap buff. 5 Health trades with at least 2 cards early on.
This is a strong card and not just for Magnetic synergies. Priest can put another minion in their deck that can get huge buffs and is hard to kill early on. The Inner Fire Priest decks can convert to Mechs now because of the Magnetic keyword, you get even more 'buffs'.
It also works well with 'mushroom power' in a aggro style deck in warlock or paladin.
This card could become a staple in many aggro decks as well as Mech themed decks.
It does depend on how many neutral Magnetic cards there are for Priest to use it well.
But imagine a Hunter deck with Dire Frenzy on Amalgam (which is all tribes), and possibly using Magnetic on it as well. Amalgam just became the new must have Epic from past expansions. Amalgam will never be a dead card now.
It's an amazing base for any magnetic shenanigans. If magnetic works, this card will be one of the main reasons why. However, you get a great deal for the baseline stats too, such that I could imagine this going into token/zoo decks. 6 total stats is 'above budget' for a 2 mana card (2/3 or 3/2 are the 'standard' or 'default' statlines), and the cheaper the card, the higher the impact a stat boost will have (imagine giving one more stat to a 7 mana 7/8 - it would be far, far less compelling). It is important to note that having only 1 attack does devalue the card overall as this is so much less useful than 2 attack (more so than a drop from 3 to 2 attack [or any other decrease] would be). For this reason, having over-budgeted stats is probably necessary. However, the card is still strong and 99% of the time will stick on the board if played on turn 2, which is very important considering that this card will be a primary target for magnetic interactions. Very good card.
It's potentially playable just from its stats alone, being similar to Druid of the Swarm in taunt mode. Buff Paladin for example would love a good sturdy buff target like this. If magnetic takes off as a viable strategy, this will certainly be a part of those decks.
If I had to push as far as realistically possible to create a mech perfect for being a magnetic target, it would have been this. Super cheap, super durable, and yet not abusable by aggro. Great design.
I hope magnet warrior/paladin/hunter actually becomes a thing.
Sorry but you're totally wrong. This is definitely abusable by aggro. Lmfao 6 stats STICKS and Aggro relies heavily on constant damage. This card provides that, be it just one damage.
It can also be buffed in the form of cold blood on turn 3 for a ton of tempo, a 3 mana 5/5 is insane. So yes, very easily abusable by aggro.
If I had to push as far as realistically possible to create a mech perfect for being a magnetic target, it would have been this. Super cheap, super durable, and yet not abusable by aggro. Great design.
I hope magnet warrior/paladin/hunter actually becomes a thing.
Sorry but you're totally wrong. This is definitely abusable by aggro. Lmfao 6 stats STICKS and Aggro relies heavily on constant damage. This card provides that, be it just one damage.
It can also be buffed in the form of cold blood on turn 3 for a ton of tempo, a 3 mana 5/5 is insane. So yes, very easily abusable by aggro.
^this
Each class with cheap buffs wants this minion so hard. Will be a pain to deal with. As said, trades for 2 cards minimum and will lead to many awkward turns to be made my opponent.
Seems like a strictly worse Druid of the Swarm unless you're relying on the mech tag.
That's the deal with this. It will rely fully on the mech tag with Magnetic becoming a thing,.
Let's see what they have in store.
What about a 7 mana 4/7 Divine Shield, Taunt, Lifesteal, Rush. Or 9 mana 4/13 Can't be targeted by spells or Hero Powers.
Now that I think of it, that's not very good. We need to see more Magnetic cards.
Maybe a 5 mana 3/7 Deathrattle: Destroy a random enemy minion?
Play this minion > Play spider bomb > Pretty good tempo play, just needs a silence to stop their tempo.
Wargear too, I think 7 mana 6/10 is actually pretty ok plus it's a charge (but requires two cards), which is significantly way better than Eldritch Horror.
Hard to judge the card, it may be a big yes for Mech, but does Mech will even see a play? Rest of expansion will tell.
Rollback Post to RevisionRollBack
I like elementals and totems.
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Oh look, it's doomfist as a mech!
But yea this guy has been single for a loooong time.
Powercreep am'gam rager
Skidaddle skidoodle your Milhouse manastorm is now a noodle
Looks like a solid body on which other effects and more stats can be attached. If magnetic will be a successful mechanic, this will likely see regular play.
For instance, fused with Zilliax you get a 4/7 minion with rush, lifesteal, divine shield and taunt for 7 mana (and two cards). Immediate impact with a good trade, healthgain and protection... sounds acceptable.
This is crazy good.
Mech priest here we come!
I expect silence to be very relevant in boomsday meta, that and transform effects like Tinkmaster Overspark
I really hope warrior comes back strong, I want my golden Garrosh.
Blizzard, what have you done...
2 mana 1/5 with tribe. Do you understand your game??? Have you ever played against anybody else than innkeeper???
2 mana minion with keleseth? Good luck, friend :)
I think this will be deceptively amazing. Similar to dire mole. High HP low cost minion can stick on the board. Good with buffs. Can see this being used in aggro, zoo, Mech decks, mid range, all sorts.
Dumb and unfair comparison. One’s a class card which are meant to be more powerful. One is neutral and Mech makes a huge difference. If you’re going to compare cards least compare like for like.
This card is almost the new undertaker. In trying to justify magnetic they pushed the stats and tribe too hard on this one. Expect there to be owls in every deck.
Do it with Nightmare Amalgam!
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Whizbang Strategy Reference -- update complete for Rastakhan's Rumble!
Well they have to make Magnetic viable somehow. After an Owl it will still be a 1/5 Mech. The next card with Magnetic can still hop on and effectively get Charge.
Also, if you use an Owl to clear a Spider Bomb used as a buff, you've used a 3 mana card to counter a 3 mana card that has already swung for +2 damage, leaving behind a 2/1 that gets cleared by the 1/5. Net lose.
Also, Magnetic decks will have more Magnetic than you have Silence. So you will need to save Silence for a big swing. So the cheap Magnets will sometimes get a pass, see their deathrattles go off, etc.
Also, Magnetic cards can be played solo to play around silence. But Owl is a bad card if there's nothing good to play it on.
So even in a Silence meta, Magnetic can probably get by. But it may mean that archetypes that don't take much pain from Silence get a big boost from farming decks that rely on it.
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Whizbang Strategy Reference -- update complete for Rastakhan's Rumble!
Huehuehuehue **Laughs as a Mech Mage fan** Owh I will really create a new Mech Mage in Wild!! **Laughs in Dr Boom**
Play Aggro. Stick with Aggro. Go Face. No where else. Win by Turn 5. Control Decks are garbage.
This card will be obnoxious in the upcoming meta. Not only cause of magnetic, but also just with any other cheap buff. 5 Health trades with at least 2 cards early on.
This is a strong card and not just for Magnetic synergies. Priest can put another minion in their deck that can get huge buffs and is hard to kill early on. The Inner Fire Priest decks can convert to Mechs now because of the Magnetic keyword, you get even more 'buffs'.
It also works well with 'mushroom power' in a aggro style deck in warlock or paladin.
This card could become a staple in many aggro decks as well as Mech themed decks.
It does depend on how many neutral Magnetic cards there are for Priest to use it well.
But imagine a Hunter deck with Dire Frenzy on Amalgam (which is all tribes), and possibly using Magnetic on it as well. Amalgam just became the new must have Epic from past expansions. Amalgam will never be a dead card now.
It's an amazing base for any magnetic shenanigans. If magnetic works, this card will be one of the main reasons why. However, you get a great deal for the baseline stats too, such that I could imagine this going into token/zoo decks. 6 total stats is 'above budget' for a 2 mana card (2/3 or 3/2 are the 'standard' or 'default' statlines), and the cheaper the card, the higher the impact a stat boost will have (imagine giving one more stat to a 7 mana 7/8 - it would be far, far less compelling). It is important to note that having only 1 attack does devalue the card overall as this is so much less useful than 2 attack (more so than a drop from 3 to 2 attack [or any other decrease] would be). For this reason, having over-budgeted stats is probably necessary. However, the card is still strong and 99% of the time will stick on the board if played on turn 2, which is very important considering that this card will be a primary target for magnetic interactions. Very good card.
It's potentially playable just from its stats alone, being similar to Druid of the Swarm in taunt mode. Buff Paladin for example would love a good sturdy buff target like this. If magnetic takes off as a viable strategy, this will certainly be a part of those decks.
Even if this was vanilla 1/5 for 2 mana, still seems strong enough to be usable. Maybe in a zoo deck that uses dire wolves and other minion buffs.
Fact that it's a mech and allows magnetic probably means this card will be really good.
Sorry but you're totally wrong. This is definitely abusable by aggro. Lmfao 6 stats STICKS and Aggro relies heavily on constant damage. This card provides that, be it just one damage.
It can also be buffed in the form of cold blood on turn 3 for a ton of tempo, a 3 mana 5/5 is insane. So yes, very easily abusable by aggro.
This is going to be great counter to odd paladin if in the mulligan! A 1/5 silver hand killer, with late game magnetic potential!
^this
Each class with cheap buffs wants this minion so hard. Will be a pain to deal with. As said, trades for 2 cards minimum and will lead to many awkward turns to be made my opponent.
Play this minion > Play spider bomb > Pretty good tempo play, just needs a silence to stop their tempo.
Wargear too, I think 7 mana 6/10 is actually pretty ok plus it's a charge (but requires two cards), which is significantly way better than Eldritch Horror.
Hard to judge the card, it may be a big yes for Mech, but does Mech will even see a play? Rest of expansion will tell.
I like elementals and totems.