This card stand alone is not good enough to see play. The fact that this card can only buff mechs makes it worse. It is going to be incredibly annoying when you do face one, but it will hopefully be a rare occurrence.
Starting Point: Lone Champion is a good card. This costs 1 more, that's pretty bad. It doesn't have the summoning condition, that's good. It has magnetic synergy, that's probably pretty good.
I'd say this is an above average card.
Assuming we're talking about constructed I would say lone champion is a pretty bad card based on the fact it pretty much hasn't seen any play since it's release (and I know recruit hunter runs a single copy but it's a tier 2 deck and only runs a single copy anyway). On top of that it's a paladin card and paladin has a super heavily contested 4 drop slot (Truesilver, Concencrate, BoK, even Saronite kinda) and this doesn't seem like it does enough. A 2/4 statline is awful for 4 mana (even with divine shield and taunt) as it kills practically nothing at that point in the game. Of course magnetic might have some utility but that also means you're running other mechs and to me it seems as though magnetic is a mechanic that cares about tempo not defensive power which this card has the latter but not the former.
can be seen as a 2/4 buff with divine shield and taunt you lose 2 attack over blessing of kings for divine shield os wuite a good tempo card since then you can trade with a minion and keep the hp.
if seen as a minion it's bad but maybe some magnetic cards should be seens as buffs ( assuming you run a heavy mech deck of course)
and maybe paladin gets a mech inquisitor (?)) I mean like the 1/3 murloc) but for mechs to you can more consistently produce mechs with your hero power.
For a side note, this is a Stonehill Defender nerf because it adds another Taunt for the Paladin. To be honest, the minion seems pretty weak as a stand alone and decent as a buff. I am a little disappointed that this card isn't neutral since Annoy-o-Tron is neutral.
Standalone, it's not good enough. And when merged with another mech, it can help with value-trading and create nice defense as well. But I'm thinking about it as an efficient, sticky Magnetic target that curves very well into a 5-drop magnetic minion (Wargear is a good example here)
I think its just a playable minion but it will get loads of testing. If this gets attached to anything... its an amazing spell. But, we'll have to see is Mech Pally is a thing.
A worse Chain Gang as a class card - it's worse because as soon you attach two cards together you give your opponent value from their removal or silence. Unless there is a bunch of "can't be targeted " upgrades this Magnetic theme will fail. Either that or something radical like big nerfs on silence or hall of faming spellbreaker.
Your opponent might have two silences. If he goes crazy he will have four. If the +2/+4 gets a value trade and he burns a silence on this rather than something more threatening, I am not going to complain too much.
If something that has an immediate impact and/or isn’t particularly threatening gets silenced, it isn’t a big deal. Attaching this to arch would get immediate value and it isn’t a big threat.
Starting Point: Lone Champion is a good card. This costs 1 more, that's really bad. It doesn't have the summoning condition, that's decent. It has magnetic synergy, that's probably pretty good.
I'd say this is an average card. Magnet decks need to be good to play this over other options. But also, Corpsetaker synergy.
Starting Point: Lone Champion is a good card. This costs 1 more, that's pretty bad. It doesn't have the summoning condition, that's good. It has magnetic synergy, that's probably pretty good.
I'd say this is an above average card.
Assuming we're talking about constructed I would say lone champion is a pretty bad card based on the fact it pretty much hasn't seen any play since it's release (and I know recruit hunter runs a single copy but it's a tier 2 deck and only runs a single copy anyway). On top of that it's a paladin card and paladin has a super heavily contested 4 drop slot (Truesilver, Concencrate, BoK, even Saronite kinda) and this doesn't seem like it does enough. A 2/4 statline is awful for 4 mana (even with divine shield and taunt) as it kills practically nothing at that point in the game. Of course magnetic might have some utility but that also means you're running other mechs and to me it seems as though magnetic is a mechanic that cares about tempo not defensive power which this card has the latter but not the former.
can be seen as a 2/4 buff with divine shield and taunt you lose 2 attack over blessing of kings for divine shield os wuite a good tempo card since then you can trade with a minion and keep the hp.
if seen as a minion it's bad but maybe some magnetic cards should be seens as buffs ( assuming you run a heavy mech deck of course)
and maybe paladin gets a mech inquisitor (?)) I mean like the 1/3 murloc) but for mechs to you can more consistently produce mechs with your hero power.
If we're running this as a buff I would still prefer BoK since it hits any minion and that 2 extra attack makes minions alot harder hitting where this is more defensive kinda like a 4 mana like Spikeridged Steed but severely lacking in the stats. My main issue is this being a 4 drop since like I said before Paladin has alot, alot of good 4 drops so this card seems like it just won't make the cut in the end. Granted if Paladin gets some really good mechs than maybe you just run this as a 4 cost mech but even then I think BoK is just more useful to play unless the meta becomes really aggressive in which the taunt might be the part to make this see play.
Do we know if Silence will negate the stats of a post-Magnetic minion? Obviously Silence would remove the Taunt and the Divine Shield, but Deathstalker Rexxar's Zombeasts have permanently-changed base statlines, for example, and it's possible that this might work the same.
However, I notice from the videos that the stats do go green after Magnetic, so that probably means Silence eats the entire Magnetic buff-minion, stats and all. I'd just be interested in getting confirmation.
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This card stand alone is not good enough to see play. The fact that this card can only buff mechs makes it worse. It is going to be incredibly annoying when you do face one, but it will hopefully be a rare occurrence.
This + Nightmare Amalgam = Turn 4 5/8 with taunt and divine shield... yeah, it'll see play
"Speculation is foolish when the tools of certainty are available." —Cinna, Vedalken Consul
can be seen as a 2/4 buff with divine shield and taunt you lose 2 attack over blessing of kings for divine shield os wuite a good tempo card since then you can trade with a minion and keep the hp.
if seen as a minion it's bad but maybe some magnetic cards should be seens as buffs ( assuming you run a heavy mech deck of course)
and maybe paladin gets a mech inquisitor (?)) I mean like the 1/3 murloc) but for mechs to you can more consistently produce mechs with your hero power.
I'd completely forgotten the Amalgam counted as a mech. So Paladin already has a solid first five turns just out of the cards we know exist:
1. Righteous Protector (or possibly a 1 cost mech?)
2. Upgradeable Framebot (or pick a two drop of your pleasure)
3. Nightmare Amalgam (or Stonehill Defender?)
4. Annoy-o-Module (or Kings? or Truesilver?)
5. Wargear, Zilliax or Call to Arms
I actually really like the look of this card and if Mech Paladin doesn't take off in standard it certainly will do in wild. lol
Rumors are carried by haters, spread by fools, and accepted by idiots.
For a side note, this is a Stonehill Defender nerf because it adds another Taunt for the Paladin.
To be honest, the minion seems pretty weak as a stand alone and decent as a buff.
I am a little disappointed that this card isn't neutral since Annoy-o-Tron is neutral.
I keep reading how silence will help. But in decks with multiple buffs your deck would need to be full of silence to deal with it.
If you are in your first year of playing please read this post.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
Standalone, it's not good enough. And when merged with another mech, it can help with value-trading and create nice defense as well. But I'm thinking about it as an efficient, sticky Magnetic target that curves very well into a 5-drop magnetic minion (Wargear is a good example here)
Arena experiences:
I think its just a playable minion but it will get loads of testing. If this gets attached to anything... its an amazing spell. But, we'll have to see is Mech Pally is a thing.
Welp considering how annoying it can make mechs... it'll be rather annoying.
It's a statement of a great mech!
w/ double mech fun!
-theorized flavor text.
Your opponent might have two silences. If he goes crazy he will have four. If the +2/+4 gets a value trade and he burns a silence on this rather than something more threatening, I am not going to complain too much.
If something that has an immediate impact and/or isn’t particularly threatening gets silenced, it isn’t a big deal. Attaching this to arch would get immediate value and it isn’t a big threat.
I like that it still says "hello" over and over again, but am annoyed that it says "Howdy!" as it's hello... Stupid, annoying mech!
Be my guest and silence my magnetic mechs, and let me then play Steeds and Lynessa without problems
FOR THE HORDE!
The best option for this card is to attach it to another mech and trade for an enemy minnion. it is essentially 2\4 of rush stats.
...and I LOVE me some Corpsetaker, so +1!
Turn 2 - Upgradeable Framebot
Turn 3 - Coin + Annoy-o-Module
not as good as annoy-o-tron
But what the heck lets give paladin another Divine Shield/Taunt card
If we're running this as a buff I would still prefer BoK since it hits any minion and that 2 extra attack makes minions alot harder hitting where this is more defensive kinda like a 4 mana like Spikeridged Steed but severely lacking in the stats. My main issue is this being a 4 drop since like I said before Paladin has alot, alot of good 4 drops so this card seems like it just won't make the cut in the end. Granted if Paladin gets some really good mechs than maybe you just run this as a 4 cost mech but even then I think BoK is just more useful to play unless the meta becomes really aggressive in which the taunt might be the part to make this see play.
Do we know if Silence will negate the stats of a post-Magnetic minion? Obviously Silence would remove the Taunt and the Divine Shield, but Deathstalker Rexxar's Zombeasts have permanently-changed base statlines, for example, and it's possible that this might work the same.
However, I notice from the videos that the stats do go green after Magnetic, so that probably means Silence eats the entire Magnetic buff-minion, stats and all. I'd just be interested in getting confirmation.