T5 will probably just keep nerfing other cards to accommodate this one legendary, instead of nerfing the free card that nobody paid dust or gold for.
That's sound logic for you.
That's very omniscient of you to know the fate of every single card and this free legendary. Why are you spending your time on a game when you can be investing in the stock market... lol?
I'll save you the time... Hey I'm Lyra, I used the word "probably" and "logic" in the same post while assuming a particular outcome. But if that isn't true you can redact what I said.
Aw, you're so cute. It's not like a certain reddit post or something mentioned potentially nerfing Mechwarper as well, just to accommodate SN1P SN4P. I guess reddit posts from the big boys upstairs suggesting more nerfs could potentially come must be me just assuming and pulling straws out of thin air.
Dont' try and troll if you can't handle it and don't really know what it is you're getting into. :)
My opinion on SN1P-SN4P's deisgn- the card is undoubtedly overtuned. I haven't played against it that much (I don't play hs frequently right now), but I can understand why some people lose their shit when they see it. It features a repeatable cheap +2/+3 buff with a bonus deathrattle effect, which makes it really valuable in zoo-ish and mech aggressive decks. People can decide to go either wide or tall and make their valuable minions harder to kill. If I have to use statistics to support my words, hsreplay shows a high win-rate when SN1P-SN4P is played.
So there is no doubt, that this legendary is very strong and flexible. I also think, that this is considered as an auto-include in many decks, but in comparison to another free legendary (Archmage Vargoth) this doesn't steamroll that much. I'm not denying the potential TTKs, but Vargoth does horrific things, when left unanswered (Big Priest and Jade Druid in wild, Token Druid in standard).
Regarding the discussion whether or not SN1P-SN4P is game-breaking. On the one hand, if I look only at popular lists, I would say no - the mech is just a really powerful inclusion there. On the other hand however the devs are nerfing old cards, which weren't considered to be problematic before (Reckless Experimenter and Mechwarper might be the next candidate), in favour for a new one, which no one asked for. This reminds me of the case, when Aviana was nerfed in favour for Juicy Psychmelon. Prior to TBP druids were forced to cycle through their entire deck, in order to assemble all combo pieces, and when the expansion launched, they could just fetch them with the 4-mana spell early on.
So, I might anger some people, but I'm inclined to say that SN1P-SN4P is kinda problematic for the health of the game due to my last argument. Whether and how it should be nerfed, in order for the Experimenter and the Mechwarper to be saved, I don't think I can find the best solution. If I reduce its health to 2, combo decks wouldn't really mind it, because they would play the legendary only as a finisher. Increasing its cost to 4 won't prevent TTKs - people would have to play two mana-cheaters on the same turn and only mech decks would get hit. If I remove the deathrattle effect, then Corpse Widow and Experimenter won't be able to reduce its cost anymore, but this would hurt non-combo mech decks a lot. Removing one attack point from SN1P-SN4P, would remove the burst potential due to long animation time, but it would make it too weak. Speaking of animation, another nerf would be to increase its entrance time by 2-3 seconds, which would cause the least amount of damage game-wise.
There are many possibilities on how to change it, but I don't think it will be touched. People wouldn't want to lose the game-winning magnetic minion in their aggro decks. Moreover a nerf to this free legendary would probably alert the devs on how powerful the future free cards would have to be. And I'm sure many people wouldn't want to get fillers like Volcanosaur or Marin the Fox but powerful ones, in order to spare themselves some dust.
Just in case anyone of relevance to the decision-making processes of Blizzard reads this thread . . .
A lot of the posts in this thread do not make it clear whether they are speaking of wild or standard, but it is VERY clear that there is no problem in standard.
Magic: the Gathering has shown for decades that it is sometimes wise to ban cards in the more inclusive formats (wild), even if they are still in rotation for the less inclusive formats (standard). If you want to go down this path, by all means, the little Snipper-Snapper may be a candidate.
HOWEVER, if this comes down to a decision between materially changing the card and not, could you guys PLEASE make the decision based on the standard format . . . for once? In other words, please don't touch this card.
There is no issue with this card in standard. It won't kill anyone to begin running silence effects once again.
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Hope they create dragons with silence and "Destroy a Mech" next exp.
you create a big mech with a few cards but your opponents use 1 card to destroy it, The cost of the card has to be very high, or it's cost is determined by how many magnetic minions it has combined. "No. of magnetic minions *2 = cost of this minion" sounds pretty fair to me.
I just lost on turn 5 against a warlock who had Summoning Portal and Mechwarper on the board and then just OTKd me with endless SnipSnap...i could have maybe played around that. But i just didnt expect it...in general its retarded to have an endless turn where you can buff your 2/3 mech with magnetic mechanic to 22 attack xD
I just lost on turn 5 against a warlock who had Summoning Portal and Mechwarper on the board and then just OTKd me with endless SnipSnap...i could have maybe played around that. But i just didnt expect it...in general its ******** to have an endless turn where you can buff your 2/3 mech with magnetic mechanic to 22 attack xD
If it's the first time you've ever seen the combo then I suppose you wouldn't think to play around it, but if you know the combo then you really don't have an excuse to leave a summoning portal up, especially in wild. It's a three card combo that requires at least one mech in play to work as an OTK and requires you to play the otherwise useless summoning portal.
I really don't think that's the most problematic aspect of Snip-Snap.