I see this card being nerfed along with the rise of mechs event in June. Either move the mana cost to 6 or or the discount of deathrattle minions to only two. I think the combo of snip snap and reckless should exist because it alone can put priest back into competitive ladder. If they don't nerf it that's fine by me as people will start running a lot more taunts. Overall I'm loving the buffs and i hope they continue to do things like this for every expansion because it keeps the game fresh and will have an immediate impact on the meta instead of just nerfing cards or waiting until another expansion for a shift in the meta.
Wait. That’s true isn’t it? As long as you have a mech already in play, and the experimenter and snip snap in hand it’s game over. Lol this must be an oversight. Dead turn six.
The 3/1 on four followed by coin. Not so difficult.
Just because a combo will technically exist doesn't mean it will actually be used by most players. I still remember all of the "Nerf Mechwarper" or "Nerf Ziliax" posts before Ziliax released because of the technical 'infinite'-esque value combos or OTK combos. Ziliax came out and only a very small amount of meme decks ever did any of that in either format.
If you don't think this will break the game you're either blind or stupid or both. A 0-mana 2/3 echo magnetic mech is not something that can exist without completely destroying the game. The meta would be warped around it like nothing we've ever seen. Players would quit the game in droves.
It's simple. Mulligan for Reckless Experimenter, Snip Snap, and Dead Ringer. Draw Snip Snap with Dead Ringer. Use removal spells and mechs to remove taunts/stay alive and, once you're ready, keep playing mechs until one sticks. Coppertail Imposter and Unpowered Steambot are ideal for this.
Then play Reckless Experimenter, magnetize Snip Snap as many times as you can until you run out of time, play Topsy Turvy just to BM, and kill your opponent. The only thing that can stop it is if your opponent somehow clears your board of every mech, including token 1/1s, every single turn and/or puts up lots of taunts that you aren't able to remove. Unless the whole meta omega-warps around this and every other deck spams taunt, which would destroy the game, you'll get a window no later than midgame to execute the combo and win.
Just because a combo will technically exist doesn't mean it will actually be used by most players. I still remember all of the "Nerf Mechwarper" or "Nerf Ziliax" posts before Ziliax released because of the technical 'infinite'-esque value combos or OTK combos. Ziliax came out and only a very small amount of meme decks ever did any of that in either format.
Its super obvious that this combo should not be allowed though and im 100% sure it will not make it to the live server.
Obvious the deck will not be good or anything but its just not a good choice to allow it. Its not a hard combo to pull off and OTK with one card in turn 5 is obviously not okay.
Yes, it should be fixed 100%. Infinite echos should be much harder to set up. I actually won with Glinda+Molten some times, but that one is much more powerful.
Other classes could do some disgusting things with Sn1p-Sn4p as well. Imo, they might as well just scrap the card...
A nerf to snip snap shortly after it's released isn't out of the question. Since it's uncraftable we're not getting refunds so it's not like they'll have an issue with giving 3200 dust to everyone for free.
Should also be noted that this combo needs a lot less to actually work as well, which makes it more consistent. With Divine Spirit Inner Fire, it was at its best when Shadow Visions could grab extra copies, but ultimately you needed a certain amount of Divine Spirit with a specific set of cards like Radiant Elemental and the like for the combo to be done early (Twilight Drake turn 4 notwithstanding).
With this, you only need a single mech to stick to the board and exactly two cards in hand, one of which is easily tutored by Dead Ringer. Because the combo itself is so concise, the likelihood of the combo assembling itself in hand is far more likely than most other combos we've seen.
The suggestion above to give Reckless Experimenter the Summoning Portal clause is probably the cleanest fix without destroying other potential uses for either card.
So depending on the attack of the base mech that can attack you need at least 10-14 echos to make this "terrifying" combo work. What the fuck are you all crying about? Echo cards take ages to return to hand and play again, no chance you can do this in a single turn and even more laughable you are all calling it a turn 4/5 kill. The earlier in the game you try and pull this off the harder it is.
If it does somehow work, so fucking what? Priest is garbage right now and it's not like aggro/zoo/Hunter can't win on turn 4/5 as well if they high roll.
I would be more worried about Hunter abusing this card than Priest. As many people have said just because something can work doesn't mean it will, or will everytime at least.
So depending on the attack of the base mech that can attack you need at least 10-14 echos to make this "terrifying" combo work. What the fuck are you all crying about? Echo cards take ages to return to hand and play again, no chance you can do this in a single turn and even more laughable you are all calling it a turn 4/5 kill. The earlier in the game you try and pull this off the harder it is.
This point is worth noting. Yes, echoes take a long time to get back to your hand, and you do need quite a lot of them. After The Boomsday Project released, I played awhile with a deck I played with a jank otk deck involving Glinda Crowskin and Missile Launcher. The idea was to get enough Mechwarpers and Summoning Portals to play infinite missile launchers, drop Zilliax or Violet Ilusionist, and watch the opponent die to missiles. I ran into the same problem you're describing. I could only play about 20 missile launchers in a turn. I needed to draw the second missile launcher so I could play one while the other was coming back to my hand and get about 40 damage.
However, each missile launcher was worth one damage, and each Snip Snap is worth 2, so you can still deal 40 damage. It's not an infinite damage combo and Warrior (and Druid in wild) can get over 40 fairly easily before turn 5. That being said, they'll still have to deal with the 40+ attack minion and board of 1/1s it summons when it dies, so make of that what you will.
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I see this card being nerfed along with the rise of mechs event in June. Either move the mana cost to 6 or or the discount of deathrattle minions to only two. I think the combo of snip snap and reckless should exist because it alone can put priest back into competitive ladder. If they don't nerf it that's fine by me as people will start running a lot more taunts. Overall I'm loving the buffs and i hope they continue to do things like this for every expansion because it keeps the game fresh and will have an immediate impact on the meta instead of just nerfing cards or waiting until another expansion for a shift in the meta.
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No need to nerf it. It's not like priest are good right now and the proposed combo still has many counters.
Wait. That’s true isn’t it? As long as you have a mech already in play, and the experimenter and snip snap in hand it’s game over. Lol this must be an oversight. Dead turn six.
The 3/1 on four followed by coin. Not so difficult.
Just because a combo will technically exist doesn't mean it will actually be used by most players. I still remember all of the "Nerf Mechwarper" or "Nerf Ziliax" posts before Ziliax released because of the technical 'infinite'-esque value combos or OTK combos. Ziliax came out and only a very small amount of meme decks ever did any of that in either format.
If you don't think this will break the game you're either blind or stupid or both. A 0-mana 2/3 echo magnetic mech is not something that can exist without completely destroying the game. The meta would be warped around it like nothing we've ever seen. Players would quit the game in droves.
It's simple. Mulligan for Reckless Experimenter, Snip Snap, and Dead Ringer. Draw Snip Snap with Dead Ringer. Use removal spells and mechs to remove taunts/stay alive and, once you're ready, keep playing mechs until one sticks. Coppertail Imposter and Unpowered Steambot are ideal for this.
Then play Reckless Experimenter, magnetize Snip Snap as many times as you can until you run out of time, play Topsy Turvy just to BM, and kill your opponent. The only thing that can stop it is if your opponent somehow clears your board of every mech, including token 1/1s, every single turn and/or puts up lots of taunts that you aren't able to remove. Unless the whole meta omega-warps around this and every other deck spams taunt, which would destroy the game, you'll get a window no later than midgame to execute the combo and win.
edit i'm dumb.
Btw, how Priest-like to close the game, in the middle of the game,with a Mech-based OTK huh?
Class identity anyone?
I hope they know what they are doing...
Its super obvious that this combo should not be allowed though and im 100% sure it will not make it to the live server.
Obvious the deck will not be good or anything but its just not a good choice to allow it. Its not a hard combo to pull off and OTK with one card in turn 5 is obviously not okay.
Yes, it should be fixed 100%. Infinite echos should be much harder to set up. I actually won with Glinda+Molten some times, but that one is much more powerful.
Other classes could do some disgusting things with Sn1p-Sn4p as well. Imo, they might as well just scrap the card...
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we need more data (c)
Sn1p Sn4p will be changed to 4 mana is what I'm think is going to happen. Just to counter the Priest potential.
A nerf to snip snap shortly after it's released isn't out of the question. Since it's uncraftable we're not getting refunds so it's not like they'll have an issue with giving 3200 dust to everyone for free.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
If it ever becomes a problem, there is a fix that might be ok. Give Reckless Experimenter the Summoning Portal text.
"Your deathrattle minions cost (3) less, but no less than (1) They die at end of turn."
That way, even with double Galvanizer, SN1p-SN4P will still cost 1 mana.
Not MIGHT be ok... this must be the best solution. It will keep any future problems from happening.
I enjoy.
Should also be noted that this combo needs a lot less to actually work as well, which makes it more consistent. With Divine Spirit Inner Fire, it was at its best when Shadow Visions could grab extra copies, but ultimately you needed a certain amount of Divine Spirit with a specific set of cards like Radiant Elemental and the like for the combo to be done early (Twilight Drake turn 4 notwithstanding).
With this, you only need a single mech to stick to the board and exactly two cards in hand, one of which is easily tutored by Dead Ringer. Because the combo itself is so concise, the likelihood of the combo assembling itself in hand is far more likely than most other combos we've seen.
The suggestion above to give Reckless Experimenter the Summoning Portal clause is probably the cleanest fix without destroying other potential uses for either card.
I for one am interested in the chaos. Don't nerf, just watch the world burn. Anyone have some marshmallows? It's going to be a hoot.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Galvanizer has no place in this discussion btw, the effect only applies to the first time it's played.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
It also doesn't shut down the wild mecha'thun + reckless combo, because none of the combo pieces cost 3 or less. This one seems the best to me.
So depending on the attack of the base mech that can attack you need at least 10-14 echos to make this "terrifying" combo work. What the fuck are you all crying about? Echo cards take ages to return to hand and play again, no chance you can do this in a single turn and even more laughable you are all calling it a turn 4/5 kill. The earlier in the game you try and pull this off the harder it is.
If it does somehow work, so fucking what? Priest is garbage right now and it's not like aggro/zoo/Hunter can't win on turn 4/5 as well if they high roll.
I would be more worried about Hunter abusing this card than Priest. As many people have said just because something can work doesn't mean it will, or will everytime at least.
This point is worth noting. Yes, echoes take a long time to get back to your hand, and you do need quite a lot of them. After The Boomsday Project released, I played awhile with a deck I played with a jank otk deck involving Glinda Crowskin and Missile Launcher. The idea was to get enough Mechwarpers and Summoning Portals to play infinite missile launchers, drop Zilliax or Violet Ilusionist, and watch the opponent die to missiles. I ran into the same problem you're describing. I could only play about 20 missile launchers in a turn. I needed to draw the second missile launcher so I could play one while the other was coming back to my hand and get about 40 damage.
However, each missile launcher was worth one damage, and each Snip Snap is worth 2, so you can still deal 40 damage. It's not an infinite damage combo and Warrior (and Druid in wild) can get over 40 fairly easily before turn 5. That being said, they'll still have to deal with the 40+ attack minion and board of 1/1s it summons when it dies, so make of that what you will.