Before i start writing about this topic i want to make clear that this isn't a salt thread. I just want to hear other players opinions on this.
I've been playing a lot of wild recently and i noticed that every mech deck (hunter,paladin or warlock) basically revolves around drawing mechwarper and trhow everything they have in one or two turns. And that's fine with me, it's the core mechanic of those decks, but i just can't get over the mechwarper and SN1P-SN4P combo that warlocks can pull out. Blizzard already nerfed Reckless Experimenter in standard to avoid this, but it seems that having the same combo in wild is just fine. And that can get even worse if we consider that with the next expansions more mech cards will surely be printed and thanks to mechwarper played for 0 mana. That card should have its text changed to " your mechs costs 1 less but not less than 1". I don't think it would hurt mech decks that much and at the same time it would balance them a bit.
Or summoning portal could be changed to: your minions cost 2 less but they always cost at least 1. keeps mechwarper intact, while the portal nerf is insignificant because very few decks play 0 cost cards.
That's true but mechwarper could still be a issue with other mech cards in the future, and right now it's still too strong when played with galvanizer. Paying minions 0 mana is fine, but only if you have some sort of drawback for doing it.
Or maybe the issue is that the "echo" effect of Sn1p-Sn4P means you, in essence, have an infinite hand size. Mechwarper is strong, but not gamebreaking as without the "echo" effect it will always be limited by hand size.
The problem is Mechwarper. But as OP stated, not only the Warlock combo with Sn1p-Sn4p, but also mech paladin relies on Mechwarper.
But, don't worry guys, just wait 2 more years and Blizzard will correct its text (like summoning portal and experimenter)... by then, mechs won't be an issue anymore and other degenerate stuff will appear... that's the Wild cycle. The devs always wrote that they want to see the most broken stuff being played there. Forget about your cool deck. If you want to climb, just follow the rest and play some degenerate stuff too (btw, I'm also a Wild player and hate this card, but I can live with that, as long as Big Priests are gone)
The reason summoning portal reads 'not less than 1' is clearly to circumvent the mechanic being abused. Mechwarper, to me, seems to totally contradict the purpose of this text if the combination can reduce to zero anyway.
I'm not too bothered by the combo as a whole but wouldn't be against a change to ensure the summoning portal + mechwarper cannot reduce minion cost to zero.
Still i think we won't see it played as often as we do now. And that's bad beacause Sn1p-Sn4p is a strong card but not a broken one that deserves a nerf. It becomes broken when played with mana discount cards, which in this case don't have a particular condition or drawback when used. So we have huge and hard to counter turn 3/4 with mech pally and mech hunter, and a broken otk in for warlock ( but i'll admit that this one is a bit harder to pull off). The reason i think nerfing portal is useless is beacause its a class card, so we wouldn't have warlock combo anymore ( and that is a good thing i'd say) but mechwarper is not a class card, and considering how mechs are usually printed for most classes and the others are generic cards, i'm pretty sure that mechwarper will allow some other broken combos sooner or later. But i guess i'd rather face these decks than seeing big priest coming back from their graves