Simply place your Magnetic Mech to the left of a Mech you’ve already got on the board . . . and ZAP—they’ll combine ALL their stats and card text into a bigger, more powerful minion! Need them to stay independent? No problem. Just place your Mech down to the right of an existing Mech, and they’ll stay un-plugged to handle smaller tasks.
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Depends on what other mech cards get printed.. the fact that deathrattle hunter is viable these days makes it promising. A mech/deathrattle hunter could be cool, but only if the right cards come with the expansion.. So this particular card is too early to judge
Would you play a "Spell: Give a Mech minion +2/+2 and Deathrattle: Destroy a random enemy minion?"
Maybe? It's borderline. I'm leaning towards no, because of the type-restriction, but it's close.
The card is better than that spell because it is also a minion. So that's a consideration as well. But the minion itself is not all that good: a worse Giant Wasp.
This card seems pretty strong, if you can get a good trade and kill something with this then remove something else with the deathrattle it sounds insane, it also synergizes pretty well with the hunter card that activates a deathrattle and if there's at least 1 solid mech for hunter or neutral this will for sure see a ton of play, I honestly see Nightmare Amalgam just being played on hunter as it's able to activate all the beast stuff and fuse with this guy for strong removal.
I'm excited to see possible Deathrattle Mech synergy in this set, because by being a Mech this card at least can't mess with your Kathrena Winterwisp pulls, and thus can be run in Recruit Hunter.You can then give it Rush with Houndmaster Shaw and/or trigger its effect with Spiritsinger Umbra, Terrorscale Stalker, and Play Dead, which makes this a great control tool relatively early in the game. You can also run other Mechs and try to pile up a huge Deathrattle combo with Play Dead, and I would be surprised if we didn't see a big 8-Cost Deathrattle Mech printed for exactly this strategy for Hunter, which I think would push this card into being very good. I also like the chances that a few low cost Mechs get printed in the set that could enable a more aggressive Deathrattle Hunter, with lots of Magnetic cards fusing together to avoid board clears and Deathrattle triggers to get extra value from your Zombeast-esque Mech. Overall, I very much like this card, and I think it has the potential to become meta-defining if a few choice cards are printed alongside it.
Would you play a "Spell: Give a Mech minion +2/+2 and Deathrattle: Destroy a random enemy minion?"
Maybe? It's borderline. I'm leaning towards no, because of the type-restriction, but it's close.
The card is better than that spell because it is also a minion. So that's a consideration as well. But the minion itself is not all that good: a worse Giant Wasp.
Versatility is pretty good though because it can also be played as a 3 mana 2/2 and Deathrattle: Destroy a random enemy minion. Druid Choose One cards show that versatility can be really good. I think if there's a midrange Mech deck this would fit in amazingly.
reminds me of a card buff "give +2/+2" to a friendly mech + deathrattle, it's good cause if given to a small mech the effect triggers after a trade giving you more control over it also it's good also when behind specially if there is a good taunt mech.
also there should be low cost mechs this expasnion that much is guranteed.
This plus Play Dead - well, maybe not since it would be just a two-card combo replacement for Deadly Shot. Also, the minion itself means a loss of tempo, so I'm not sure how it pans out. Stitched Tracker is only being played because of the increase in consistency but would Hunter really need another unreliable single target removal?
This plus Play Dead - well, maybe not since it would be just a two-card combo replacement for Deadly Shot. Also, the minion itself means a loss of tempo, so I'm not sure how it pans out. Stitched Tracker is only being played because of the increase in consistency but would Hunter really need another unreliable single target removal?
Hunter would play it if you could use it with a board clear, and with Rush and lot of Deathrattle triggers that just might be possible in a lot of cases.
It may be premature to judge Spider Bomb without seeing any of the other mechs available in this expansion, but if Mech Hunter is viable in standard, this card is probably quite strong. The magnetic keyword and cards like Play Dead make it something you can probably trigger the same turn you play it, and the fact that it can be played for tempo makes it more appealing than Deadly Shot in a lot of Hunter decks.
Dunno for you guys, but for me Magnetic, Omega and probably the rest of the new mechanics seem way more interesting than the WW ones.
(I know that the purpose of WW was to narrow down the power level of the game, but boy I want exciting effects and not some straightforward and boring ones. Looking at you, worgen minions)
Would you play a "Spell: Give a Mech minion +2/+2 and Deathrattle: Destroy a random enemy minion?"
Maybe? It's borderline. I'm leaning towards no, because of the type-restriction, but it's close.
The card is better than that spell because it is also a minion. So that's a consideration as well. But the minion itself is not all that good: a worse Giant Wasp.
Well note that it's pretty clear that magnetic is meant to be attached. It's just not a dead card if you can't. "Good card that you can play for tempo in a pinch" is a plus for the card. MUCH better than a spell that just sits there.
So I say the card is good. Whether it sees play is more based on the meta+the supporting cards. But "Good card without a home" is where Hadronox and Raza started out.
As for the mechanic itself. I at first thought "why the (#)$#( would I want ot dump two cards into one?" Then realized that you've turned a 2/2 wiith deathrattle into a "2/2 with deathrattle and charge".
I'd play a 3 mana 2/2 charge with deathrattle I think. I'd try to find a home for it at least.
Edit: OOO so you can choose. Put to the left to merge or to the right to keep separate. Always good to have choices.
Synergy with cube is disgusting. Can remove quite a few minions
True, but then the hunter would have to spend multiple turns only removing minions with something like terrorscale hunter or play dead. Theres always silence too.
The left and right positioning that goes into this is cool and all, but what if I don't want it to activate the magnetic keyword but I'm in a situation where positional placement it would be better on the left? Can't think of any specific examples right now, but if Crushing Walls becomes a widely used card it could come up!
Well note that it's pretty clear that magnetic is meant to be attached. It's just not a dead card if you can't. "Good card that you can play for tempo in a pinch" is a plus for the card. MUCH better than a spell that just sits there.
So I say the card is good. Whether it sees play is more based on the meta+the supporting cards. But "Good card without a home" is where Hadronox and Raza started out.
As for the mechanic itself. I at first thought "why the (#)$#( would I want ot dump two cards into one?" Then realized that you've turned a 2/2 wiith deathrattle into a "2/2 with deathrattle and charge".
I'd play a 3 mana 2/2 charge with deathrattle I think. I'd try to find a home for it at least.
Evey thing you said is true. I just wonder if it will be worth playing this over another 3 mana card?
The magnet-mechanic seems to suggest tempo based play. (Trade up, get effect). It'll require a lot of consistent synergy for it to be better than, say, Animal Companion or Eagle Horn Bow.
Maybe it gets there in this set. Maybe it takes a bit.
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Interesting removal card. But I think we need to learn more about the Magnetic effect.
If you are in your first year of playing please read this post.
Dust does not burn a hole in the jar. Be careful what you craft, especially before and right after a rotation.
Seems playable in deathrattle Hunter
Depends on what other mech cards get printed.. the fact that deathrattle hunter is viable these days makes it promising. A mech/deathrattle hunter could be cool, but only if the right cards come with the expansion.. So this particular card is too early to judge
Seems ok.
(Assuming this is how it works)
Would you play a "Spell: Give a Mech minion +2/+2 and Deathrattle: Destroy a random enemy minion?"
Maybe? It's borderline. I'm leaning towards no, because of the type-restriction, but it's close.
The card is better than that spell because it is also a minion. So that's a consideration as well. But the minion itself is not all that good: a worse Giant Wasp.
Very good with Umbra or if we get a cheap Mech.
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This card seems pretty strong, if you can get a good trade and kill something with this then remove something else with the deathrattle it sounds insane, it also synergizes pretty well with the hunter card that activates a deathrattle and if there's at least 1 solid mech for hunter or neutral this will for sure see a ton of play, I honestly see Nightmare Amalgam just being played on hunter as it's able to activate all the beast stuff and fuse with this guy for strong removal.
I'm excited to see possible Deathrattle Mech synergy in this set, because by being a Mech this card at least can't mess with your Kathrena Winterwisp pulls, and thus can be run in Recruit Hunter.You can then give it Rush with Houndmaster Shaw and/or trigger its effect with Spiritsinger Umbra, Terrorscale Stalker, and Play Dead, which makes this a great control tool relatively early in the game. You can also run other Mechs and try to pile up a huge Deathrattle combo with Play Dead, and I would be surprised if we didn't see a big 8-Cost Deathrattle Mech printed for exactly this strategy for Hunter, which I think would push this card into being very good. I also like the chances that a few low cost Mechs get printed in the set that could enable a more aggressive Deathrattle Hunter, with lots of Magnetic cards fusing together to avoid board clears and Deathrattle triggers to get extra value from your Zombeast-esque Mech. Overall, I very much like this card, and I think it has the potential to become meta-defining if a few choice cards are printed alongside it.
Versatility is pretty good though because it can also be played as a 3 mana 2/2 and Deathrattle: Destroy a random enemy minion. Druid Choose One cards show that versatility can be really good. I think if there's a midrange Mech deck this would fit in amazingly.
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reminds me of a card buff "give +2/+2" to a friendly mech + deathrattle, it's good cause if given to a small mech the effect triggers after a trade giving you more control over it also it's good also when behind specially if there is a good taunt mech.
also there should be low cost mechs this expasnion that much is guranteed.
This plus Play Dead - well, maybe not since it would be just a two-card combo replacement for Deadly Shot. Also, the minion itself means a loss of tempo, so I'm not sure how it pans out. Stitched Tracker is only being played because of the increase in consistency but would Hunter really need another unreliable single target removal?
Hunter would play it if you could use it with a board clear, and with Rush and lot of Deathrattle triggers that just might be possible in a lot of cases.
Synergy with cube is disgusting. Can remove quite a few minions
It may be premature to judge Spider Bomb without seeing any of the other mechs available in this expansion, but if Mech Hunter is viable in standard, this card is probably quite strong. The magnetic keyword and cards like Play Dead make it something you can probably trigger the same turn you play it, and the fact that it can be played for tempo makes it more appealing than Deadly Shot in a lot of Hunter decks.
Dunno for you guys, but for me Magnetic, Omega and probably the rest of the new mechanics seem way more interesting than the WW ones.
(I know that the purpose of WW was to narrow down the power level of the game, but boy I want exciting effects and not some straightforward and boring ones. Looking at you, worgen minions)
Well note that it's pretty clear that magnetic is meant to be attached. It's just not a dead card if you can't. "Good card that you can play for tempo in a pinch" is a plus for the card. MUCH better than a spell that just sits there.
So I say the card is good. Whether it sees play is more based on the meta+the supporting cards. But "Good card without a home" is where Hadronox and Raza started out.
As for the mechanic itself. I at first thought "why the (#)$#( would I want ot dump two cards into one?" Then realized that you've turned a 2/2 wiith deathrattle into a "2/2 with deathrattle and charge".
I'd play a 3 mana 2/2 charge with deathrattle I think. I'd try to find a home for it at least.
Edit: OOO so you can choose. Put to the left to merge or to the right to keep separate. Always good to have choices.
One does not simply walk into Mordor,
unless they want to be the best they can be.
True, but then the hunter would have to spend multiple turns only removing minions with something like terrorscale hunter or play dead. Theres always silence too.
Unpopular opinion: Rogue is OP
Playable at least for now. We don't know enough about "magnetic" yet though to really make an accurate prediction I feel.
It is removal though so it's at least playable for that.
The left and right positioning that goes into this is cool and all, but what if I don't want it to activate the magnetic keyword but I'm in a situation where positional placement it would be better on the left? Can't think of any specific examples right now, but if Crushing Walls becomes a widely used card it could come up!
Evey thing you said is true. I just wonder if it will be worth playing this over another 3 mana card?
The magnet-mechanic seems to suggest tempo based play. (Trade up, get effect).
It'll require a lot of consistent synergy for it to be better than, say, Animal Companion or Eagle Horn Bow.
Maybe it gets there in this set. Maybe it takes a bit.