More than a bug this is a serious exploit to increase exponentially mech stats every turn.
The core of the problem, is magnetic mechs being able to magnetize other magnetic mechs exploiting polarized beatboxer.
This can lead to exponential stat upgrade and exponential gold income.
The stats problem:
let’s suppose i have a “big” (100/100) lullabot and a weak accord-o-tron.
if i magnetize the accord-o-tron with the lullabot, my beatboxer gets +100 stats, legitimately up to this point.
but after getting 3 accord-o-tron i can have a 100+ golden accord-o-tron IN HAND, then if i find a new plain 2/2 lullabot i can play him in board, and magnetize my golden accord-o-tron to the lullabot, giving my beatboxer the same 100/100 stats they already received for the second time.
essentially with this trick, it is as if i could magnetize the same mech over and over duplicating his stats to all my beatboxers.
Every iteration the exploit gets more intense, there is no limit (apart from 2^32) to the stat you can obtain every turn, it is similar to the braggart exploit but slower.
The gold income:
since the same mech is accumulating magnetizations in an endless loop, if you throw in at least one accord-o-tron, the beatboxers can his magnetized effect as many times you repeat this procedure, in my last mech game i had >150 gold generated in a single turn.
making it faster
There are additional exploits that could never work without the main magnetizing issue, but are worth mentioning.
- Jandice barov hero power and fluidity (removed tavern spell) can put a magnetized mech in the tavern, which can be bought and end up in the hand removing the need to triple the minion, making the polarized exploit a lot faster.
- sea witch (tier7 naga) can duplicate a magnetized minion in the tavern keeping his stats and magnetized buffs. if coupled with jandice barov hero power, can speed up the stat and gold generator by a lot.
- demon-mech hybrid: demons can buff the tavern or a magnetic demon+mech generated by augmented laborer and later on become introduced to the mech exploit system with a bigger starting point, making the stat duplication effective faster.
It is even easier in duos where your ally can buff your tavern with man’ari messanger without needing you the mech player to spend any additional gold.
A possible solution
- making golden magnetic minions be able to magnetize only on other golden minions, so they cannot “return to your hand” to be magnetized again after the first time.
- removing polarized beatboxer
- not allowing magnetic mechs to magnetize other magnetic mechs.
- keeping track of all the magnetizing bonuses of a minion in a way that allows the same magnetic bonus to not apply twice to the same polarized beatboxer, in a way that 2 different lullabot can apply 2 different lullabot stats and effect to the beatboxer, but a beatboxer cannot receive twice the same lullabot effect “duplicated” with the goldenizing trick.
My favorite by far are either 4) which seems harder to implement or 1) even through it requires the introduction of a battleground-only rule.
2 and 4 would change drastically the current mech gameplay.
I don’t understand what you consider a bug or exploit since the situation you are describing corresponds perfectly to the card text and design of the card.
Any buffs applied to a mech will be given to the mech it magnetises to.
Polarized beatboxer receives an exact copy of the magnetization.
If you manage to bring back in hand a magnetized magnetic mech you can magnetize it and also on the beatboxer
So far nothing new since the beatboxer is in the game.
You’re still talking about a tavern 6 synergy that requires very specific conditions to give buffs to a single minion (at least only the tavern 6 beatboxer)
The problem is, since magnetized mechs can return to the hand, the same buff can be applied over and over to the beatboxer.
let’s assume for simplicity that a single lullabot exist at bob’s tavern, and normally you can only have 1x “+1/+1 at the end of turn” buff on each beatboxer, with this trick the same buff can be applied an indefinite amount of time and you can obtain >10x buffs on a single boxer even through a single lullabot exists. the same goes for all other buffs and stats applied multiple times.
once you have a stable mech income (scrapper / scavenge for parts) and infinite gold thaks to accord-o-tron “duplication” it becomes pretty easy to get the magnetic mech to 200+ stat, and making it return to hand 3+ times a turn which means 600 stat each beatboxer, 1200 for each golden beatboxer, excluding lullabot/echoing roar effect duplication.
Not to mention how many stats per turn you get if you mix tavern buffs (demon archetype) combined with infinite money to buy magnetic mechs.
I agree this is a late game stuff, but the potential for growth in a turn far outscales any other combo and i don’t think it was intended to apply the same magnetization bonus multiple times on the same beatboxer.
How do you make the same mech return to your hand 3 times per turn ?
Not just late game. It requires very specific conditions.
But even without that, you’re talking about balance here. None of this looks like a bug.
which very specific conditions? having mechs unbanned is enough, everything else just makes it faster.
yes, i said so in the premise.
then why post it in the bug report forums?
You tell me ?
You talk about bouncing the same mech 3 times in your hand within the same turn
How do you do so without tripling a new mech 3 times in a turn, without specific conditions ?
Buffing the tavern to buff magnetic mechs and then magnetize them is the core of the magnetize synergy so I don’t really see the problem with that. Juts like demons eating minions in the tavern that are being buffed by nagas or elementals
Also so far I don’t see any exponential growth as you claimed first sentence.
If you agree that this is not a bug, why do you report an intended feature as a bug and insist on the bug report then ?
infinite money from annoy-o-tron duplication and scrap scrapper / scavenge for parts, maybe aided by battlecry trigger or drakkari enchantress but that’s just overkill.
i had >150 money per turn generation last game i did this trick.
even through it isn’t a bug i think it was a unintended interaction, where i should post it then?