I know there's been a lot of people freaking out over Sn1p Sn4p and the possibility of the Priest deck, but something occurred to me while trying out a similar deck in Wild, using Glinda Crowskin, Mechwarper and Skaterbots.
It's actually almost as bad to pull off as the Test Subject Priest Combo deck is. To get anywhere near a reasonable amount of damage, you have to pull off the echo repeat a LOT of times. And the animation times cause this to be really difficult (not impossible) to do.
And therein we have the secret to ensuring that Sn1p Sn4p will not be too much of a problem. Make his animation entrance and subsequent addition to the hand animation take a longer than average sort of time. That way it slows down the combo itself greatly and limits the combo without breaking either it (a quick player can still do it) or ruining the card with a nerf.
Alternatively, they could just replace the echo keyword with a minion version of Twinspell or something... but yeah... lol
Yeah I was thinking of that too, though it is actually a nerf to the card. Would be interesting.
I suppose that from a technically-speaking standpoint, it is soft-lowering the power of the card by slowing down its cast-speed, so it could be considered a nerf, perhaps. Technically-speaking, lol. :-)
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EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Actually, the easiest way out is saying the announcement was wrong, and SN1P-SN4P was meant to cost (4) from the beginning.
It would become a silly legendary at that point but Marin the Fox exists so...
To be fair War Master Voone was initially 5 mana, but his stats and cost were changed later on (probably people thought his inclusion in Odd Dragon Warrior was too good). If I remember correctly, Seeping Oozeling also used to cost 5 mana when it was revealed*, but the devs decided to give it a small nerf. They probably feared its power in recruit/deathrattle hunter.
The issue with this is that Skaterbot gives half the damage increase SN1P-SN4P gives meaning you would only need half the plays. I've played the Glinda/Zill combo several times and have managed to easily get over 20 mechs played in the time given. With 90 second turns, the animation would have to be 6 seconds (that's really long) to prevent an OTK, and even then I'm pretty sure you can play another one while the animation is finishing and essentially queue up a couple.