So watching the animation for magnetic it seems like if you play the merging card from your hand to the left of the mech it will merge and if you play it to the right of the mech it will not merge. My question is what if you want to play the magnetic minion from your hand to the left of the mech but don't want to merge for positioning purposes. For example, your trying to play around meteor and you are worried about making one big minion so you want to play your 4/4 to the left of your mech so its next to a dire wolf alpha or for whatever reason. Can you just not do this? I find it strange that blizzard would overlook something like this.
In my opinion this is just part of the mechanic. Magnets have two poles so it kinda makes sense that the minions get merged when you play it on the one side and don't get merged on the other. It also would probably make the game on mobile more complicated and as we all know Blizzard hates complicated stuff *cough*deckslots*cough*. It also brings another aspect to positioning. You have to think where to place your first mech so you can play around as you said for example meteor.
I get what your saying but it is a little different. Lets say you have a mech on board and flame imp to the left of mech. You want to protect the flame imp from taking 3 damage from meteor. You only have one minion in your hand which is magnetic minion. You can't place your magnetic minion in between the mech and the imp to protect it. As of now nothing like this exists and I'm sure this situation will arise. There is a difference between token generators and magnetic cards. For example, You can still play a primalfin totem between the mech and imp to protect the flame imp but a magnetic minion cannot go to the left of a mech. I just have concerns about how this will play out. Regardless, I love this game and I will adapt but I think there are better ways of implementing this mechanic rather than using positioning.
This will suck for arena purposes more than anything, since thats where positioning matters the most usually, given you draft cards like Betrayal, Explosive Shot or Avalanche that you normally dont see in ranked. But yeah, i suppose it will have to be something we will just have to deal with and plan accordingly.
It would make more sense to me that if you just drag the Magnetic to the board it will play like a normal minion and if it had the targeting arrow like a battlecry or spell does then you can target a mech with it to merge. That would be a more intuitive way for the mechanic to work.
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So watching the animation for magnetic it seems like if you play the merging card from your hand to the left of the mech it will merge and if you play it to the right of the mech it will not merge. My question is what if you want to play the magnetic minion from your hand to the left of the mech but don't want to merge for positioning purposes. For example, your trying to play around meteor and you are worried about making one big minion so you want to play your 4/4 to the left of your mech so its next to a dire wolf alpha or for whatever reason. Can you just not do this? I find it strange that blizzard would overlook something like this.
In my opinion this is just part of the mechanic. Magnets have two poles so it kinda makes sense that the minions get merged when you play it on the one side and don't get merged on the other. It also would probably make the game on mobile more complicated and as we all know Blizzard hates complicated stuff *cough*deckslots*cough*. It also brings another aspect to positioning. You have to think where to place your first mech so you can play around as you said for example meteor.
I get what your saying but it is a little different. Lets say you have a mech on board and flame imp to the left of mech. You want to protect the flame imp from taking 3 damage from meteor. You only have one minion in your hand which is magnetic minion. You can't place your magnetic minion in between the mech and the imp to protect it. As of now nothing like this exists and I'm sure this situation will arise. There is a difference between token generators and magnetic cards. For example, You can still play a primalfin totem between the mech and imp to protect the flame imp but a magnetic minion cannot go to the left of a mech. I just have concerns about how this will play out. Regardless, I love this game and I will adapt but I think there are better ways of implementing this mechanic rather than using positioning.
Footage of some of the cards in action:
https://www.youtube.com/watch?v=GQ1es1J7SRs
Footage of magnetic in action:
https://d2q63o9r0h0ohi.cloudfront.net/videos/expansions/the-boomsday-project/2_magnetic_export-cfbd1d1f77418d34e52c2b59ea58e8f0a3803bc8e2aba5198746e0d83f52e6fee65a6f569bb44177f5474e3beb1c1087de28c7b78ff2c1742bae30bf1866c78f.webm
How the fuck i can play a magnetic mech in left of my fucking dire wolf without fusion yugioh him
Magnetic only works on mechs.
This will suck for arena purposes more than anything, since thats where positioning matters the most usually, given you draft cards like Betrayal, Explosive Shot or Avalanche that you normally dont see in ranked. But yeah, i suppose it will have to be something we will just have to deal with and plan accordingly.
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It would make more sense to me that if you just drag the Magnetic to the board it will play like a normal minion and if it had the targeting arrow like a battlecry or spell does then you can target a mech with it to merge. That would be a more intuitive way for the mechanic to work.