It's mind blowing how the implications of the experimenter nerf are. Echo+Magnetic is bananas, and they forgot. In Wild with Mechwarper and Galvanizer and Emperor Thaurissan and so on getting SN1P-SN4P to zero is easy. Are they going to nerf all these cards, too?
Why not add the (Cost can't be reduced below 1) on Sn1p-Sn4p to easy fix it forever?
this combo already existed in wild for warlock with Glinda Crowskin. it was barely ever played bc it's incredibly susceptible to board wipes such as psychic scream. It's way too slow for wild to be realistic, you're taking about 4 card spots in your deck. and drawing a combo piece hurts a lot in a game mode that has insane snowball.
also that combo of yours is even slower than normal.
mechwarper + mechwarper + faceless manipulator + sn1p-sn4p has less setup.
Apparently, I've "ignored" a bunch of folks contributing to this thread, so it's possible that this has already been explained - the OP's combos don't work, since the cost reductions of Galvanizer and Thaurissan don't stack.
Wild Mech Hunter is already the fastest aggro deck in the format. Snip will be an upgrade for the deck, and sometimes it will combo with Mechwarper to pull off some big turns. But the notion that Wild will be susceptible to an otherwise very slow pseudo-OTK seems pretty optimistic - the top nine decks that VS tracked in their most recent Wild report were all aggro decks. The format doesn't have nearly enough tools for control decks to consistently survive long enough to pull off late-game multi-card OTKs - indeed, if you consider Even Warlock a control deck, then it's the only control deck with a win-rate fractionally above 50% in Wild. Unfortunately, it can't run the Snip combo, for pretty obvious reasons.
It might turn out that aggro Mech decks are simply too powerful, pulling off non-OTKs with cheap multi-Snip turns - in which case, it's likely better to nerf Mechwarper, which allows for early-game snowballs with lots of free Mechs. But there isn't much point in bitching about it now - we'll simply have to wait and see how the meta-game shakes out over the never month or so . . .
It's mind blowing how the implications of the experimenter nerf are. Echo+Magnetic is bananas, and they forgot. In Wild with Mechwarper and Galvanizer and Emperor Thaurissan and so on getting SN1P-SN4P to zero is easy. Are they going to nerf all these cards, too?
Why not add the (Cost can't be reduced below 1) on Sn1p-Sn4p to easy fix it forever?
because BLizzard, don't think too much about it
I tried having fun once. It was awful.
It took me 30 seconds to come up with that.
Because wild is not a gamemode, obviously
With your combo you got the first Snip down to zero mana. The echo copies are all at the original three mana so it's a bad combo.
It shows that you only took 30 seconds cause bad and not properly thought out.
Corpse Widow + MechWarper would make ALL copies 0 mana for hunter in Wild only.
You need 3 Mechwarpers. So its a bit different and well played ;-)
And Thaurissian and Galvanizer work only on the first one, not the echos.
Want to discuss my predictions or suggestions with me personaly?
Contact me via battletag: Athanor#1658 [EU]
this combo already existed in wild for warlock with Glinda Crowskin. it was barely ever played bc it's incredibly susceptible to board wipes such as psychic scream. It's way too slow for wild to be realistic, you're taking about 4 card spots in your deck. and drawing a combo piece hurts a lot in a game mode that has insane snowball.
also that combo of yours is even slower than normal.
mechwarper + mechwarper + faceless manipulator + sn1p-sn4p has less setup.
Why u hav to be mad? is only card gaem.
Well then you use Corpse Widow+Mechwarper(which, in turn can be reduced to zero by galvanizers). Hunter is the strongest mech class anyways.
Lol pretty sure the 99% other combos in Wild have more impact
Apparently, I've "ignored" a bunch of folks contributing to this thread, so it's possible that this has already been explained - the OP's combos don't work, since the cost reductions of Galvanizer and Thaurissan don't stack.
Wild Mech Hunter is already the fastest aggro deck in the format. Snip will be an upgrade for the deck, and sometimes it will combo with Mechwarper to pull off some big turns. But the notion that Wild will be susceptible to an otherwise very slow pseudo-OTK seems pretty optimistic - the top nine decks that VS tracked in their most recent Wild report were all aggro decks. The format doesn't have nearly enough tools for control decks to consistently survive long enough to pull off late-game multi-card OTKs - indeed, if you consider Even Warlock a control deck, then it's the only control deck with a win-rate fractionally above 50% in Wild. Unfortunately, it can't run the Snip combo, for pretty obvious reasons.
It might turn out that aggro Mech decks are simply too powerful, pulling off non-OTKs with cheap multi-Snip turns - in which case, it's likely better to nerf Mechwarper, which allows for early-game snowballs with lots of free Mechs. But there isn't much point in bitching about it now - we'll simply have to wait and see how the meta-game shakes out over the never month or so . . .
"They are also saying no changes are being made to wild but are "keeping a close eye" on interaction with Mechwarper."
The thing is this SN1P-SN4P is just an awfully designed card.
The Experimenter nerf announcement proves they had no clue when they announced the new Mech.
Right now i have very little faith in their card design team.