When The Boomsday Project, it was nowhere near as powerful and it was considered more of a meme. Mech paladin didn't work, and mech hunter was only okay, as far as I remember.
Now, mech paladin and hunter are incredibly strong decks. What happened?
I feel like the power creeped cards from the three expansions that rotated out made it impossible for boomsday cards to work. Deathknights, spreading plague/ultimate infestation, tons of mage board clears, deathrattle hunter, odd paladin.. they just were too good compared to the cards now. Just my thoughts.
Magnetic turned so powerful because it's like "charge/buff" in one and as we all know "charge" was busted and "buffs" are strong when ahead and it's so easy nowadays to get ahead with the proper draws that it's super powerful.
Aggro decks always countered by early AOE clear, but magnetic makes it strong against it and still do tones of damage to your face early. For example replicating Menace- it's simply 4 mana +3+1 AND deathrattle summon three 1/1 mechs. The fact that all your magnetic cards dealing face damage at the turn you play, but still counter AOE clear, is way too strong.
As a card game fan I hate Discover and Magnetic the most.
I feel like the power creeped cards from the three expansions that rotated out made it impossible for boomsday cards to work. Deathknights, spreading plague/ultimate infestation, tons of mage board clears, deathrattle hunter, odd paladin.. they just were too good compared to the cards now. Just my thoughts.
I actually saw this coming, magnetic tempo decks were close to being viable before the rotation, so it should not be a surprise that they shine now, with so many superstrong decks rotated.
Oh, and forget SN1P-SN4P and the mech buffs! Mech paladin and hunter are even good in Wild now, where Mechwarper, Metaltooth Leaper and Jeeves buff the archetypes even further.
I'd forgotten about Metaltooth Leaper until one of the recent Tavern Brawl events brought him back into the spotlight. (I don't play wild so haven't had the pleasure there).
But could you imagine if that card was still in Standard? Ye Godz...! o.O
Nerfs are not needed, people just need to run more silence. Silence kills magnetics.
You're braindead if you think silence kills magnetic. The fact that they can still play the minion by itself is what makes Magnetic broken compared to single target buffs
I say'd this multiple times on forums all over .The problem of magnetic cards could be solved with E.M.P. Operative ,i mean we have Hungry Crab , Golakka Crawlerthat both kill a minion and become power-creep's and even in decks where they don't shine the got vanilla stats and low cost so you can play them early for tempo.
Instead our anti mech card E.M.P. Operative is an understated , 5 drop VERY VERY Late where it can't save you anymore since you'r dead by turn 6 from an agro mech hunter.Cherry on the cake it dosn't even include a sillence **piece of shit** so playing the card in most cases end's up with a worse outcome
To answear the question as why are we only now seeing so much play from magnetize.The answear is simple you had the death knights strong cards that keept these in check.Did i mention we curently only have 1 viable control deck (warrior) so you either play warrior or if you don't like it i guess your kinda stuck with aggro, also OTK and Midrange decks are like non existent why the game is boring for me
I feel like the power creeped cards from the three expansions that rotated out made it impossible for boomsday cards to work. Deathknights, spreading plague/ultimate infestation, tons of mage board clears, deathrattle hunter, odd paladin.. they just were too good compared to the cards now. Just my thoughts.
Nerfs are not needed, people just need to run more silence. Silence kills magnetics.
You're braindead if you think silence kills magnetic. The fact that they can still play the minion by itself is what makes Magnetic broken compared to single target buffs
Well, it's working for me, so I don't really feel braindead for believing it.
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"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
Magnetic turned so powerful because it's like "charge/buff" in one and as we all know "charge" was busted and "buffs" are strong when ahead and it's so easy nowadays to get ahead with the proper draws that it's super powerful.
I think it's more because of the versatility compared to a buff. Sure, you can give a mech 5/5 in buffs and attack with it... but you can also just play a 5/5 on the board, which could be more beneficial in certain scenarios, something that Blessing of Kings and etc can't do.
Also, the magnetized minion can keep deathrattles and passive effects as well.
When The Boomsday Project, it was nowhere near as powerful and it was considered more of a meme. Mech paladin didn't work, and mech hunter was only okay, as far as I remember.
Now, mech paladin and hunter are incredibly strong decks. What happened?
I feel like the power creeped cards from the three expansions that rotated out made it impossible for boomsday cards to work. Deathknights, spreading plague/ultimate infestation, tons of mage board clears, deathrattle hunter, odd paladin.. they just were too good compared to the cards now. Just my thoughts.
Magnetic turned so powerful because it's like "charge/buff" in one and as we all know "charge" was busted and "buffs" are strong when ahead and it's so easy nowadays to get ahead with the proper draws that it's super powerful.
Aggro decks always countered by early AOE clear, but magnetic makes it strong against it and still do tones of damage to your face early. For example replicating Menace- it's simply 4 mana +3+1 AND deathrattle summon three 1/1 mechs.
The fact that all your magnetic cards dealing face damage at the turn you play, but still counter AOE clear, is way too strong.
As a card game fan I hate Discover and Magnetic the most.
simple way to nerf it - minion can't go face if it is magnetic this turn.
Nerfs are not needed, people just need to run more silence. Silence kills magnetics.
I actually saw this coming, magnetic tempo decks were close to being viable before the rotation, so it should not be a surprise that they shine now, with so many superstrong decks rotated.
Oh, and forget SN1P-SN4P and the mech buffs! Mech paladin and hunter are even good in Wild now, where Mechwarper, Metaltooth Leaper and Jeeves buff the archetypes even further.
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I'd forgotten about Metaltooth Leaper until one of the recent Tavern Brawl events brought him back into the spotlight. (I don't play wild so haven't had the pleasure there).
But could you imagine if that card was still in Standard? Ye Godz...! o.O
You're braindead if you think silence kills magnetic. The fact that they can still play the minion by itself is what makes Magnetic broken compared to single target buffs
At first there was very little silence in play. I run double silence atm to deal with mech huntards and the occasional paly. works very good.
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I say'd this multiple times on forums all over .The problem of magnetic cards could be solved with E.M.P. Operative ,i mean we have Hungry Crab , Golakka Crawlerthat both kill a minion and become power-creep's and even in decks where they don't shine the got vanilla stats and low cost so you can play them early for tempo.
Instead our anti mech card E.M.P. Operative is an understated , 5 drop VERY VERY Late where it can't save you anymore since you'r dead by turn 6 from an agro mech hunter.Cherry on the cake it dosn't even include a sillence **piece of shit** so playing the card in most cases end's up with a worse outcome
To answear the question as why are we only now seeing so much play from magnetize.The answear is simple you had the death knights strong cards that keept these in check.Did i mention we curently only have 1 viable control deck (warrior) so you either play warrior or if you don't like it i guess your kinda stuck with aggro, also OTK and Midrange decks are like non existent why the game is boring for me
HAHAHA i jumped on the magnetic pally wagon and it's an EZ climb tbh when you have GG at turn 3-4 sometimes ... fuark
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This is the answer.
Well, it's working for me, so I don't really feel braindead for believing it.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
When you have an easy counter any strategy, synergy, win condition ceases to be powerful.
Silence being so readily available makes magnetic weak.
Year of the mammoth cycled out
I think it's more because of the versatility compared to a buff. Sure, you can give a mech 5/5 in buffs and attack with it... but you can also just play a 5/5 on the board, which could be more beneficial in certain scenarios, something that Blessing of Kings and etc can't do.
Also, the magnetized minion can keep deathrattles and passive effects as well.
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They still can't have charge, so just make sure you kill any mech possible. And if they grow and hit, just silence, they concede.
The whole mechanic is busted, they are buff spells on steroids. Example: Wargear is a Blessing of Kings that can summon a 5/5 if you want.