p.s. is there a mech with charge? This combo can do an OTK
Think of a quest mage archetype with Mimiron's Head and Zilliax and another mechs. That would be awesome!
I don't see how the Magnetics would fit in that deck. Current Mimiron-OTK uses Time Warp, 2x Target Dummy, Mimiron's Head and Molten Reflection for 32 damage. How does that combo get better with Zillax or Wargear?
BUT! If you have a mech a turn before and it survives the turn. Does it mean you can instantly otk if there are no taunts? Because there is no limit to amount of 0 mana buffs...
As long as they don't release a Magnetic that costs 4 or less, you won't be able to do that due to board space. In order to play the Magnetic, you have to have one free board space. That means you can have only 4 Mechwarpers plus Glinda plus the Mech from previous turn. With 4 Mechwarpers, Zillax and Wargear will still cost 1. So no infinite buffing here.
The amount of boardclears in wild is way higher than in standard.So that combo shouldnt be a problem for any well built deck that can reach legend rank.
p.s. is there a mech with charge? This combo can do an OTK
Gnomereagan Infantry, 1/4 taunt charge 3mana. That is a full board 10mana otk if the opponent doesnt have 2 taunts on board.
It is not an OTK, because you don't have the space on the board, as long as there is no Magnetic that costs 4 or less. In order to reduce Zillax and Wargear to 0 Mana, you need 5 Mechwarpers plus one Glinda. Drop Gnomeregan Infantry on that board, and your board is full. That means you can't play Zillax. As soon as they release a cheaper neutral Magnetic, this will be viable. But I doubt that they overlooked that combo.
p.s. is there a mech with charge? This combo can do an OTK
Gnomereagan Infantry, 1/4 taunt charge 3mana. That is a full board 10mana otk if the opponent doesnt have 2 taunts on board.
It is not an OTK, because you don't have the space on the board, as long as there is no Magnetic that costs 4 or less. In order to reduce Zillax and Wargear to 0 Mana, you need 5 Mechwarpers plus one Glinda. Drop Gnomeregan Infantry on that board, and your board is full. That means you can't play Zillax. As soon as they release a cheaper neutral Magnetic, this will be viable. But I doubt that they overlooked that combo.
Last I checked, Gnomeregon Infantry didn’t have the mech tag. They probably won’t release a mech with charge tho knowing this combo and them trying to lead away from charge and replacing it with rush.
p.s. is there a mech with charge? This combo can do an OTK
Gnomereagan Infantry, 1/4 taunt charge 3mana. That is a full board 10mana otk if the opponent doesnt have 2 taunts on board.
It is not an OTK, because you don't have the space on the board, as long as there is no Magnetic that costs 4 or less. In order to reduce Zillax and Wargear to 0 Mana, you need 5 Mechwarpers plus one Glinda. Drop Gnomeregan Infantry on that board, and your board is full. That means you can't play Zillax. As soon as they release a cheaper neutral Magnetic, this will be viable. But I doubt that they overlooked that combo.
Last I checked, Gnomeregon Infantry didn’t have the mech tag. They probably won’t release a mech with charge tho knowing this combo and them trying to lead away from charge and replacing it with rush.
I totally overlooked that. As the quoted post was asking for a Mech with Charge, I just assumed that Infantry was one.
Does it have to be Zilliax? Imho warlocks would use another magnetic mech. In the perfect scenario the 3-card combo you mentioned may sound amazing, but you have to imagine beeing rushed down by aggressive or burn decks and not having the ability to survive that long. Imho warlocks would use a cheaper mech, which will be good in the other scenarios as well. A 3/2 will kill 2 small minions and heal you for 6, but 5 mana is way too much just for that.
Not to mention, that I'm also expecting the rebirth of Mech Mage and maybe some other mech oriented aggro decks. Even Shaman may add more tools just for the Whirling Zap-o-matic, aggro shaman might change its list as well (they also have Powermace). The point is - those decks will become stronger and they typically try to end the game ASAP. I don't expect many of us to succeed at pulling off the 3-card combo, but it's cool nevertheless. So gratz for the creativity.
Also also, as others mentioned this isn't as powerful as the pre-nerfed Naga combo. In the past the warlock player could play bunch of giants on turn 5, which was exceptionally strong due to the fact, that the opponent may not have the ability to answer it. Partly because they wouldn't have the needed cards to do so, but also because they wouldn't have the needed mana. However the current combo can be countered in several ways:
Warrior - Brawl, whirlwind effect + reckless flurry (and hopefully having the needed armour) Hunter - concede (or some OP zombeast) Paladin - Equality + Pyro + 2 cheap spells, enter the coliseum Shaman - devolve* Rogue - vanish Druid - Poison Seeds Mage - concede (this or nova+doomsayer, but normally you will have some tools to deal with him) Warlock - twisting Priest - Anduin, Psychic, spirit lash+lightbomb, mass dispell + Kazakus Potions
I highly doubt that the devs will implement a charging mech, so there won't be any OTK scenarios any time soon. Your combo can only work against mid-range and some control ones.
While looking at the newly released cards from The Boomsday Project, I realized a potentially (very) scary combo in Wild for Warlocks with Glinda Crowskin, Mechwarper and any Mech with Magnetic costing 5 or less (e.g. Zilliax).
Available at turn 9 and without any prior setup besides having the 3 minions in hand, the combo is as follows:
Play as many Zilliax as a possible, buffing all your Mechwarpers. (0 mana used)
Final result: a board with Glinda Crowskin, a Zilliax and 5 Mechwarper potentially buffed by several +3/+2 and Divine Shield, Taunt, Lifesteal and Rush. This probably allows you to fully clear your opponent's board, heal back to 30 health and threaten lethal the next turn. All from an empty board.
Am I missing something or is this just a crazy combo in Wild?
It's crazy. But it's 2 legendaries and a VERY sepecific card you need all together.
And the result isn't a kill. It's a full heal and an, admittedly tricky to remove Big Boy.
In an age where priest can kill you with 4 cards, non singleton and with the ability to obtain multiple copies of in game, and using one of YOUR minions at turn 6, I think allowing a VanCleef style threat with a Reno bonus is fine.
It's a cool combo in wild that you can counter. Even if it KILLED you it would be fine.
The problem isn't when you can create a game winning combo. it's when you can develop a deck without a weakness. Patron wasn't nerfed because it could do 30 damage to you from the hand. it's because the deck was so flexible that the only deck that could stand up to it was Handlock.
Also also, as others mentioned this isn't as powerful as the pre-nerfed Naga combo. In the past the warlock player could play bunch of giants on turn 5, which was exceptionally strong due to the fact, that the opponent may not have the ability to answer it. Partly because they wouldn't have the needed cards to do so, but also because they wouldn't have the needed mana. However the current combo can be countered in several ways:
Warrior - Brawl, whirlwind effect + reckless flurry (and hopefully having the needed armour) Hunter - concede (or some OP zombeast) Paladin - Equality + Pyro + 2 cheap spells, enter the coliseum Shaman - concede (or maelstrom + 2x elemental destruction, but the minions will become super sticky at this point) Rogue - vanish Druid - Poison Seeds Mage - concede (this or nova+doomsayer, but normally you will have some tools to deal with him) Warlock - twisting Priest - Anduin, Psychic, spirit lash+lightbomb, mass dispell + Kazakus Potions
I highly doubt that the devs will implement a charging mech, so there won't be any OTK scenarios any time soon. Your combo can only work against mid-range and some control ones.
It is a great idea and would work best with other mechs so you can try to have one on the board for an OTK. But that begs the question: are you really going to play a mech deck and carry 2x Mechwarper in your hand all game until you get to this combo?
You only need one in hand since it also will have echo (due to Glinda).
p.s. is there a mech with charge? This combo can do an OTK
Think of a quest mage archetype with Mimiron's Head and Zilliax and another mechs. That would be awesome!
There are already Quest Mage decks that use Mimiron's Head. You earn the quest mostly through Spare Parts off mechs and cards like Toshley. Then you play the quest with the Head, two Target Dummys, and at least one Molten Reflection if not two. That way you get multiple V-07-TR-0Ns on board smashing face.
Play as many Zilliax as a possible, buffing all your Mechwarpers. (0 mana used)
Final result: a board with Glinda Crowskin, a Zilliax and 5 Mechwarper potentially buffed by several +3/+2 and Divine Shield, Taunt, Lifesteal and Rush. This probably allows you to fully clear your opponent's board, heal back to 30 health and threaten lethal the next turn. All from an empty board.
You're missing that the combo can't be done if you have a full board, as magnetic minions will probably need an empty spot to be played , even when fused. The combo can stil be done with 5 mechwarpers though
A board full of Rushing, Taunt, Divine Shield, Lifestealing, mechwarpers with theoretically infinite stats that also killed the enemy's boards as well. However how many ways are there in wild to take care of such a board?
Druid: Poison Seeds into taunts or starfall
Hunter: Rexxar for a poisonous board clear, or Toxmonger into Unleash the Hounds... or just murdering warlock before they get to the combo
Mage: Just freeze everything and combo your opponnent to death
Paladin: Equality into 2 board clears like pyromancers/consecrations, Use Eadric the Pure and make them just big taunts that do nothing, Enter the Coliseum into some weakening or hard removal like thing.
Priest: Well you could just play shadowreaper anduin because most of those things should be over 5 attack (still have to take care of glinda somehow though), Mass Dispel into any board clears, Psychic Scream
Rogue: Vanish and Valeera the Hollow for a little extra time
Shaman: Devolve (it's a board with 1 6 drop and 6 2 drops)
Warlock: Cataclysm, twisting nether, and DOOM!
Warrior: Brawl into handling the last giant thing that will inevitably live maybe with silence?
Neutral Helpers: Doomsayer, all Silence minions, Mossy Horror (for after eadric the pure), Kel'Thuzad (and 6 beefy taunts), Deathwing, and possibly Yogg-Saron.
There are enough ways in all classes and in neutral to deal with the mechwarper synergy in wild. I don't see mechwarper necessarily needing a nerf.
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I don't see how the Magnetics would fit in that deck. Current Mimiron-OTK uses Time Warp, 2x Target Dummy, Mimiron's Head and Molten Reflection for 32 damage. How does that combo get better with Zillax or Wargear?
As long as they don't release a Magnetic that costs 4 or less, you won't be able to do that due to board space. In order to play the Magnetic, you have to have one free board space. That means you can have only 4 Mechwarpers plus Glinda plus the Mech from previous turn. With 4 Mechwarpers, Zillax and Wargear will still cost 1. So no infinite buffing here.
Gnomereagan Infantry, 1/4 taunt charge 3mana. That is a full board 10mana otk if the opponent doesnt have 2 taunts on board.
The amount of boardclears in wild is way higher than in standard.So that combo shouldnt be a problem for any well built deck that can reach legend rank.
Just Another Legend Player#Kappa
It is not an OTK, because you don't have the space on the board, as long as there is no Magnetic that costs 4 or less. In order to reduce Zillax and Wargear to 0 Mana, you need 5 Mechwarpers plus one Glinda. Drop Gnomeregan Infantry on that board, and your board is full. That means you can't play Zillax.
As soon as they release a cheaper neutral Magnetic, this will be viable. But I doubt that they overlooked that combo.
Last I checked, Gnomeregon Infantry didn’t have the mech tag. They probably won’t release a mech with charge tho knowing this combo and them trying to lead away from charge and replacing it with rush.
Did no one mention Zilliax + Shadowboxer?
I totally overlooked that. As the quoted post was asking for a Mech with Charge, I just assumed that Infantry was one.
Does it have to be Zilliax? Imho warlocks would use another magnetic mech. In the perfect scenario the 3-card combo you mentioned may sound amazing, but you have to imagine beeing rushed down by aggressive or burn decks and not having the ability to survive that long. Imho warlocks would use a cheaper mech, which will be good in the other scenarios as well. A 3/2 will kill 2 small minions and heal you for 6, but 5 mana is way too much just for that.
Not to mention, that I'm also expecting the rebirth of Mech Mage and maybe some other mech oriented aggro decks. Even Shaman may add more tools just for the Whirling Zap-o-matic, aggro shaman might change its list as well (they also have Powermace). The point is - those decks will become stronger and they typically try to end the game ASAP. I don't expect many of us to succeed at pulling off the 3-card combo, but it's cool nevertheless. So gratz for the creativity.
It will be great for the memes, but with N'Zoth, the Corruptor and Bloodreaver Gul'dan being able to create just as scary boards with 1 card and all kinds of Aviana/Kun combos OTKing, I don't think that Glinda Crowskin/Mechwarper combo is that special.
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Awesome!!! The only thing is that a hero has to be at low health in order to create bloody massacre.
The goal of all life is death.
Also also, as others mentioned this isn't as powerful as the pre-nerfed Naga combo. In the past the warlock player could play bunch of giants on turn 5, which was exceptionally strong due to the fact, that the opponent may not have the ability to answer it. Partly because they wouldn't have the needed cards to do so, but also because they wouldn't have the needed mana. However the current combo can be countered in several ways:
Warrior - Brawl, whirlwind effect + reckless flurry (and hopefully having the needed armour)
Hunter - concede (or some OP zombeast)
Paladin - Equality + Pyro + 2 cheap spells, enter the coliseum
Shaman - devolve*
Rogue - vanish
Druid - Poison Seeds
Mage - concede (this or nova+doomsayer, but normally you will have some tools to deal with him)
Warlock - twisting
Priest - Anduin, Psychic, spirit lash+lightbomb, mass dispell
+ Kazakus Potions
I highly doubt that the devs will implement a charging mech, so there won't be any OTK scenarios any time soon. Your combo can only work against mid-range and some control ones.
It's crazy. But it's 2 legendaries and a VERY sepecific card you need all together.
And the result isn't a kill. It's a full heal and an, admittedly tricky to remove Big Boy.
In an age where priest can kill you with 4 cards, non singleton and with the ability to obtain multiple copies of in game, and using one of YOUR minions at turn 6, I think allowing a VanCleef style threat with a Reno bonus is fine.
It's a cool combo in wild that you can counter. Even if it KILLED you it would be fine.
The problem isn't when you can create a game winning combo. it's when you can develop a deck without a weakness. Patron wasn't nerfed because it could do 30 damage to you from the hand. it's because the deck was so flexible that the only deck that could stand up to it was Handlock.
One does not simply walk into Mordor,
unless they want to be the best they can be.
Shaman has Devolve, gg with your 1-drops :)
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You only need one in hand since it also will have echo (due to Glinda).
There are already Quest Mage decks that use Mimiron's Head. You earn the quest mostly through Spare Parts off mechs and cards like Toshley. Then you play the quest with the Head, two Target Dummys, and at least one Molten Reflection if not two. That way you get multiple V-07-TR-0Ns on board smashing face.
You're missing that the combo can't be done if you have a full board, as magnetic minions will probably need an empty spot to be played , even when fused. The combo can stil be done with 5 mechwarpers though
Will all previously released mechs have the magnetize ability grandfathered in or will just the new mechs from Boomsday?
A board full of Rushing, Taunt, Divine Shield, Lifestealing, mechwarpers with theoretically infinite stats that also killed the enemy's boards as well. However how many ways are there in wild to take care of such a board?
Druid: Poison Seeds into taunts or starfall
Hunter: Rexxar for a poisonous board clear, or Toxmonger into Unleash the Hounds... or just murdering warlock before they get to the combo
Mage: Just freeze everything and combo your opponnent to death
Paladin: Equality into 2 board clears like pyromancers/consecrations, Use Eadric the Pure and make them just big taunts that do nothing, Enter the Coliseum into some weakening or hard removal like thing.
Priest: Well you could just play shadowreaper anduin because most of those things should be over 5 attack (still have to take care of glinda somehow though), Mass Dispel into any board clears, Psychic Scream
Rogue: Vanish and Valeera the Hollow for a little extra time
Shaman: Devolve (it's a board with 1 6 drop and 6 2 drops)
Warlock: Cataclysm, twisting nether, and DOOM!
Warrior: Brawl into handling the last giant thing that will inevitably live maybe with silence?
Neutral Helpers: Doomsayer, all Silence minions, Mossy Horror (for after eadric the pure), Kel'Thuzad (and 6 beefy taunts), Deathwing, and possibly Yogg-Saron.
There are enough ways in all classes and in neutral to deal with the mechwarper synergy in wild. I don't see mechwarper necessarily needing a nerf.