Resurrecting minion with magnetic enchantments seems op but it can be the summoned annoy-o-module(Hero card's battlecry) also. So this seems pretty balanced.
Thing is, 3/5 taunt with divine shield for 3 mana is already op. The fact that it has so much more to it seems way too much. Take dr boom. People thought DISCOVERING a mech for 2 mana on a hero power was too much.
3/5 taunt with divine shield is nothing infront of N'zoth rogue's khartut defenders or priest's spell stone.
Resurrecting minion with magnetic enchantments seems op but it can be the summoned annoy-o-module(Hero card's battlecry) also. So this seems pretty balanced.
3/5 taunt with divine shield is nothing infront of N'zoth rogue's khartut defenders or priest's spell stone.
Resurrecting minion with magnetic enchantments seems op but it can be the summoned annoy-o-module(Hero card's battlecry) also. So this seems pretty balanced.
Well that's good, but resurrection should take place with magnetic enchantments.
Lots of new tech cards and board wipes have been added recently, that can compete with this card.
That's a how it will be balanced, either a summoned annoy-o-module or a magnetically buffed minion will be resurrected, which is fair enough.
Actually it's bit fair if you compare this with N'zoth, Bloodreaver Guldan and priest resurrection mechanics.
Ik :( . Blizzard should really give this type of cards to pally, with some infinite value, as most other classes already have one.
Hero: Crystalsmith kangor
Cost: 10 mana
Battlecry: Summon 3 2/4 annoy-o-modules. For the rest of the game your mechs have +1/+1.
Hero power: Resurrect a friendly mech, it keeps any magnetic enchantments.