Charge allows a minion to attack on the turn they are played.
Magnetic doesn’t allow that. The minion that gets magnetized must be in play a turn prior before it can attack. If the magnetizing minion has rush or the magnetized minion has rush, it can only attack the opponent’s minions the on the turn it is played.
You are complaining about a scenario no different from any other type of buffing mechanic. You are getting hung up on the fact that one is a spell and the other is a minion. The magnetic effect basically transforms the minion into a spell if the target of the magnetic ability is a mech based minion.
Stop belaboring this point unless you have an extra chromosome.
Zilliax is in 57% of all decks. Going to spend my last 1600 dust to make Zilly. This will guarantee a nerf. They usually do it after I cave in and craft the OP legend.
All I hear is a bunch of piss poor excuses to try and defend this from being a broken mechanic. Magnetized minions should not be able to hit face the turn they are played, period. It’s not the same as a spell, it’s better than that and allows no counterplay.
All you’re hearing is your own misinformed and frankly idiotic fallacies.
Magnetic minions cannot hit face the turned they are played as minions. The situation you have mentioned is no different than a blessing of kings or blessing of might or dire frenzy or any other spell that buffs minions. If you fail to understand that, you’re the one with the problem.
All we re hearing are garbage excuses trying to defend a broken mechanic he was right.
Magnetic minions can hit face cus of even 0-1 mech on the board and they are not the same as buff cards, first of all those are spells, without a minion on the board blessing of kings, blessing of might and dire frenzy are dead cards in hand, while magnetic minions are no downside at all.
You a play a 3 mana 3-1 magnetic minion taht summons 3 1-1 mechs thats better than most 3 drops put magnetic on top of it it becomes broken same with zilliax, same with a lot of magnetic card.
If indeed they act like buff cards then they need to be severely nerfed to be in line with said buff cards like blessing of kings and blessing of might.
However you wanna spin the argument you cannot defend the point they need big nerfs.
The issue originally was magnetic minions are op because they have charge. Now that has evolved to magnetic minions are op because they are minions. Wow.
The issue is still the same, you just cant comprehend whats going on with your little brain.
Magnetic is an OP mechanic that needs to be nerfed that’s all your little brain needs to know.
Even nerfing magnetic will not fix HS. There are too many broken things in HS for this to fix HS. And tbh i doubt they have any intension of giving us a HS without broken things.
You claim magnetic is op because you said it allows minions to charge. We settled that that was wrong. Then you argued that magnetic buffing mechs was op. We settled that that was no better than any other spell buffing scenario except for the fact the target must be a mech for magnetic to work. Then you argued that you could still play the mech if you can’t use it for magnetize. We settled that that is absolutely no different from playing any ordinary minion. In fact mechs with magnetize generally have inferior stats. So even if you had to forego the magnetic ability and merely play the mech, you’re not much better off than playing any other minion.
How many more times in this thread do you need to be shown how much your mind suffers from a diminished capacity?
No we didn’t settle anything, you assumed I’m wrong, fact is a minion that just got played from the hand gets charge even if there is a measly 0-1 mech on board is literally charge, minion gets played form hand and gets to attack its a very simple concept.
No its literally the same argument, maybe you are arguing with your limited brain.
Third point you make absolutely no sense but I guess your small brain is getting tired, mechs that have magnetize are not inferior in any way lets take some examples so your limited brain understands easier:
1.Spider Bomb - a 3 mana 2-2 mech that upon death kills a random enemy minion. Now I know you are limited in the thinking aspect but even you cannot argue that is weak.
Venomiser - a 2 mana 2-2 mech that has poisonous effect, again not weak whatsoever.
Replicating Menace - a 4 mana 3-1 upon deathrattle summon 3 1-1 mechs
for total stats of 6-4 across multiple bodies which is worse than a single 6-4, not weak in the slightest.
4.Wargear- 5 mana 5-5, where are the inferior stats? am i missing something? I thought they had inferior stats?
5.Zillliax-5 mana 3-2 mech with rush, lifesteal,divine shield and taunt, can your idiotic brain understand that that is not weak?
So yea you haven’t shown anything in this thread other than your limited brain capacity you absolute joke of a human.
Wouldn’t be so bad if Mechano Egg wasn’t highly reliable to be there on 5. Zilliax right there on 5 - 10. Then just add your Wargears, Blessing of the Kings etc and your golden to GG. Easy as 1 2 3. Just wait for the dealer to lay to for you. Based polarized matchups. Games are already decided by the turn 1. Just have to wait until 3 to see it. 5 for it to be official.
All they need to do with next expansion make weaker magnetic cards, sure they wont be used or be popular but eventually the OP cards will be rotated out and we will have balance. Make 0/1 Magnetic cards and SOME Magnetic cards with higher stats and Magnetic will be balanced next rotation.
Replicating Menace is, indeed, better than many 3-drops. But it is not better than most 4-drops. Which seems appropriate since it costs 4.
(Actually, remember Eggnapper? That actually did cost 3. It made 2 tokens instead of 3, but it was 1 mana less expensive. And it was barely good enough to see play in Token Druid for about 3 weeks until everyone figured out a better build without it.
This means that Menace is only playable because of magnetic, and the other synergies in Mech Hunter.)
If you want to talk about Zilliax, that’s fine. We can have that discussion. But to blame the entire mechanic because of 1 card is silly.
I have never thought the “no counterplay” argument was helpful. Especially not now that it by gets used so often to describe situations when there is obvious counterplay.
It is the same as a buff spell (when used as a buff), except that it is more restrictive in that application (requires a mech on board instead of any minion). Every buffed minion (that started the turn in play) has always been able to hit face. This is not new, and this argument has lasted way too long.
The obvious counterplay is to remove their mechs on key turns when buffs could be especially punishing.
If your opponent is a Paladin playing a list you know runs Dinosize, then you know to swing your 6/6 into their Silver Hand Recruit going into turn 8. That is called counterplay.
If they have too many targets for you to remove all of them, then it looks like they got the better of you this game, doesn’t it? But that does not mean the card itself is overpowered. It means their deck did what it was designed to do, and you failed to engineer a way to hinder it (or execute your own game plan first).
That is a very real possibility. I think it is mitigated (to an extent) by the severe deck-building restriction, but I could turn out to be wrong. It does look like Zilliax could be a bit too good. (Though I am still not convinced about its inclusion in Lackey Rogue. And I’m pretty sure that it gets excluded from the list entirely if Rogue drops enough in popularity to stop forcing everyone to tech explicitly for the mirror match.)
For Zilliax in particular, though, I’m willing to wait another expansion. We’re at the lowest saturation of possible cards right now, so a versatile 5-drop like that naturally sees more play (especially with so many midrange decks that really can use it, not to mention 2 mech decks).
I also think there is a really nice dynamic to the mechanic in terms of counterplay. Players are heavily rewarded for controlling the board on key turns (Wargear and Zilliax can’t punish you until turn 5, so that is a key turn for removing mechs), and they can also be rewarded for “baiting” a magnetize so they can silence/bounce it after.
A player can choose to go down 1.5 cards (so giving the other player 1.5 units of card advantage) on a critical turn to make sure they own the board going into turn 5. That often forces the Hunter to play a 5-mana 5/5 on their turn, and pass, which gives the first player the initiative and allows them to deal with the (now over-costed) 5/5 efficiently.
There is legitimately a lot of back-and-forth to the way the mechanic plays out, and in general it appears to be pretty good for the game as a whole.
Honestly, Hearthstone is getting so dumb and annoying now. Can we get rid of magnetic and rush. Start punishing rush decks. These 2-4 Mana cards just own the meta now and only playing till turn 7 isn’t fun
Crafting the right legendaries is critical. They are coming out so hard and fast you can’t expect to draw them unless you spend a fortune on the game. See my other post…I am tiring of constructed formats. Its a rock scissors paper format of broken combos. They need to make a format that forces you to use all the cards and make the most out of random packs…somewhat like arena but longer term and more dynamic.