This card is either the next Dr. Boom: meaning its in every single deck (and people review the card wrong) OR this is the next Troggzor and it will be hyped and no one will play it after everything settles down.
The card IS powerful, and I think in Wild even more so. Gorilla bot can get Discover it.
Amalgam on turn 3. Turn 4 + coin into this is very good.
Hex and Polymorph are problems, but do Mages run that at this time?
This card is either the next Dr. Boom: meaning its in every single deck (and people review the card wrong) OR this is the next Troggzor and it will be hyped and no one will play it after everything settles down.
The card IS powerful, and I think in Wild even more so. Gorilla bot can get Discover it.
Amalgam on turn 3. Turn 4 + coin into this is very good.
Hex and Polymorph are problems, but do Mages run that at this time?
Hex and Polymorh and Silence are a problem for all cards........
This card is either the next Dr. Boom: meaning its in every single deck (and people review the card wrong) OR this is the next Troggzor and it will be hyped and no one will play it after everything settles down.
The card IS powerful, and I think in Wild even more so. Gorilla bot can get Discover it.
Amalgam on turn 3. Turn 4 + coin into this is very good.
Hex and Polymorph are problems, but do Mages run that at this time?
Hex and Polymorh and Silence are a problem for all cards........
Yes and No. If I invest 4 cards into 1 card, then it gets Hexed, I just got 4 for 1 against me. That is not good and putting your eggs in 1 basket can be dangerous that way. If they Hex my Lich King, that's fine. Its a 1 for 2 trade because I got a card out of it. I get the better end.
I am really worried that I Magnetize minions and end up getting owned by a transform effect. Its like the Paladin Lynessa decks or the Buff Paladin decks. If your opponent can't transform or Silence them, you will likely run away with the game.
Basically, what I am hoping is that the minion I Magnetize will trade and get some value before getting Hexed.
This card is either the next Dr. Boom: meaning its in every single deck (and people review the card wrong) OR this is the next Troggzor and it will be hyped and no one will play it after everything settles down.
The card IS powerful, and I think in Wild even more so. Gorilla bot can get Discover it.
Amalgam on turn 3. Turn 4 + coin into this is very good.
Hex and Polymorph are problems, but do Mages run that at this time?
The card is waaaay to specific to be doctor boom levels of good. If Magnetic worked on all minons and not only mechs or if the magnetic was a mechanic was featured more heavily in other classes other than just Paladin Warrior and Hunter perhaps then it would be more ubiquitous. Also think it's good enough to see more play than Troggzor did. I don't think it'll illicit the same sort of polarization of popularity that those two cards had.
Transform effects are certainly something to worry over. In general I think that Magnetic will work best with low priorty mech minions that aren't easy to kill. Suddenly my 1/5 mech minion represents a huge threat. So now my opponent has to decide, kill the mech now and prevent any sorta buff to it, or let it stay. If he lets it stay then effectively whatever minion I am attaching to it next turn has charge. He may get a two for one card exchange out of it but if my mech came in and did it's job then I may be perfectly find with loosing it.
Without magnetic you've got a 5 mana card that deals 3 damage, heals for 3, and summons a 3/2 lifesteal. The damage and lifesteal part is worth about 2 each, but the heal is not worth 1 mana, so all together it's not particularly efficient. I'm going to bet early that magnetic won't be a viable deck, so I'll rate this as bad.
Not only strong by itself, it also enables Corpsetakers all by itself. They were good with Wickerflame Burnbristle, they will be good with this as well.
The power creep on this card is ridiculous it basically makes the windlord unplayable. For 3 less mana it just has 3 less health but gains lifesteal, magnetic and a mech tag.
Well being about 2/3 done on card reveals this is still the best all around and diverse minion of the expansion. It’s superior to Windlord but yet costs substantialy less. Zilliax will be in every single Mech deck and is strong enough as a stand alone in non mech decks.
This card is either the next Dr. Boom: meaning its in every single deck (and people review the card wrong) OR this is the next Troggzor and it will be hyped and no one will play it after everything settles down.
The card IS powerful, and I think in Wild even more so. Gorilla bot can get Discover it.
Amalgam on turn 3. Turn 4 + coin into this is very good.
Hex and Polymorph are problems, but do Mages run that at this time?
Hex and Polymorh and Silence are a problem for all cards........
Yes and No. If I invest 4 cards into 1 card, then it gets Hexed, I just got 4 for 1 against me. That is not good and putting your eggs in 1 basket can be dangerous that way. If they Hex my Lich King, that's fine. Its a 1 for 2 trade because I got a card out of it. I get the better end.
I am really worried that I Magnetize minions and end up getting owned by a transform effect. Its like the Paladin Lynessa decks or the Buff Paladin decks. If your opponent can't transform or Silence them, you will likely run away with the game.
Basically, what I am hoping is that the minion I Magnetize will trade and get some value before getting Hexed.
The card is waaaay to specific to be doctor boom levels of good. If Magnetic worked on all minons and not only mechs or if the magnetic was a mechanic was featured more heavily in other classes other than just Paladin Warrior and Hunter perhaps then it would be more ubiquitous. Also think it's good enough to see more play than Troggzor did. I don't think it'll illicit the same sort of polarization of popularity that those two cards had.
Transform effects are certainly something to worry over. In general I think that Magnetic will work best with low priorty mech minions that aren't easy to kill. Suddenly my 1/5 mech minion represents a huge threat. So now my opponent has to decide, kill the mech now and prevent any sorta buff to it, or let it stay. If he lets it stay then effectively whatever minion I am attaching to it next turn has charge. He may get a two for one card exchange out of it but if my mech came in and did it's job then I may be perfectly find with loosing it.
Without magnetic you've got a 5 mana card that deals 3 damage, heals for 3, and summons a 3/2 lifesteal. The damage and lifesteal part is worth about 2 each, but the heal is not worth 1 mana, so all together it's not particularly efficient. I'm going to bet early that magnetic won't be a viable deck, so I'll rate this as bad.
Not only strong by itself, it also enables Corpsetakers all by itself. They were good with Wickerflame Burnbristle, they will be good with this as well.
Corpsetaker is back on the map.
The power creep on this card is ridiculous it basically makes the windlord unplayable. For 3 less mana it just has 3 less health but gains lifesteal, magnetic and a mech tag.
With all the mechs, I really wants Zilliaxas one of my two Golden legendaries
Crafting this on day one. It's a must-include in any mech deck, and can enable Corpsetaker on its own. Looking forward to playing Mech Warrior!
Well being about 2/3 done on card reveals this is still the best all around and diverse minion of the expansion. It’s superior to Windlord but yet costs substantialy less. Zilliax will be in every single Mech deck and is strong enough as a stand alone in non mech decks.
Very good card.