This a board-flip card that works only in decks with a lot of large minions which makes them inherently very slow. Late game you want to be finishing off your opponent so Rush isn't much help here. This is probably most interesting as a troll/meme deck activator holding interacting minions in your hand until you can play this, but not really viable for standard play.
I will spend 1000 gold on packs to get the first legendary and then play Arena (nearly infinite, 5-6 win average). I will craft anything meta defining I need or interests me for standard with the 30K dust I've saved. I will probably have most of the set, or at least anything that actually matters minus some legendaries within 4-6 weeks. F2P forever... not because I can't spend the money but because I won't.
2) Calling it "Magnetic" and limiting it to Mechs is a classic "flavour over function" design mistake. This should have been templated as "Graft to Mech" with "Graft" being the generic ability name and "Graft to" being a limiter - so Graft to Dragon or Graft to Demon would have also been possible, while Graft would have allowed it to be played on any minion.
This is the point I was trying to make. For the good of the game they should be looking to add mechanics that can endure through multiple expansions. Tribe limiting is probably the biggest design mistake with this mechanic and I don't think we need to see the rest of the cards released to come to that conclusion. A 'Graft' mechanic that by definition could be played on a card of a specified tribe would be a good way to fix this. As it stands this will be crazy good in Wild though.
IMO this is a one-and-done keyword for sure. It think its too tough to cost a utility card like this. It will be either OP or awful. Also the exclusivity to one tribe makes it not really playable if too weak and if it is powerful everyone basically be playing the same deck in standard. Seems like a really poorly designed mechanic.
Metas shift and change. You could craft a Tier 1 deck today and in a week someone may create a new deck that pushes your deck out of the meta and then you will have wasted all your cards. My suggestion is to play Arena until your collection is built up. 2-3 wins is equal to buying a pack, 4-6 is a discount, 7+ is profit. You will hone your skills and understanding of the cards while building your collection and dust reserve.
I think this approach is wrong. Buckets need to have more cards to choose to make drafting more important, not just more buckets. I think the existing buckets are fine but the available offerings should include a chance to offer cards from the top/bottom of the adjacent bucket so that deck synergy can be weighed against overall power of a card in draft selection.
6
F2P since launch... ride or die!!!
0
Tag: BOTTDragon#1900region: NAtrade only, you first0
Battletag: BOTTDragon#1900Region: NATrade only? : yes, you go first1
At this time cosmetics do not rotate... and I don't see any reason why they ever would.
0
This set has a real TGT vibe to it... I don't think that's a good thing.
0
Battletag: BOTTDragon#1900Region: North AmericaTrade only?: Yes, you first0
Three mana slot is less crowded than four mana. Not great but playable maybe in Warlock or Paladin.
0
This a board-flip card that works only in decks with a lot of large minions which makes them inherently very slow. Late game you want to be finishing off your opponent so Rush isn't much help here. This is probably most interesting as a troll/meme deck activator holding interacting minions in your hand until you can play this, but not really viable for standard play.
1
I will spend 1000 gold on packs to get the first legendary and then play Arena (nearly infinite, 5-6 win average). I will craft anything meta defining I need or interests me for standard with the 30K dust I've saved. I will probably have most of the set, or at least anything that actually matters minus some legendaries within 4-6 weeks. F2P forever... not because I can't spend the money but because I won't.
0
Battletag: BOTTDragon#1900Region: NATrade Only?: Yes0
Solid card for control, excellent sustain in arena.
0
This is the point I was trying to make. For the good of the game they should be looking to add mechanics that can endure through multiple expansions. Tribe limiting is probably the biggest design mistake with this mechanic and I don't think we need to see the rest of the cards released to come to that conclusion. A 'Graft' mechanic that by definition could be played on a card of a specified tribe would be a good way to fix this. As it stands this will be crazy good in Wild though.
2
IMO this is a one-and-done keyword for sure. It think its too tough to cost a utility card like this. It will be either OP or awful. Also the exclusivity to one tribe makes it not really playable if too weak and if it is powerful everyone basically be playing the same deck in standard. Seems like a really poorly designed mechanic.
0
Metas shift and change. You could craft a Tier 1 deck today and in a week someone may create a new deck that pushes your deck out of the meta and then you will have wasted all your cards. My suggestion is to play Arena until your collection is built up. 2-3 wins is equal to buying a pack, 4-6 is a discount, 7+ is profit. You will hone your skills and understanding of the cards while building your collection and dust reserve.
-1
I think this approach is wrong. Buckets need to have more cards to choose to make drafting more important, not just more buckets. I think the existing buckets are fine but the available offerings should include a chance to offer cards from the top/bottom of the adjacent bucket so that deck synergy can be weighed against overall power of a card in draft selection.