Magnetized bots shouldn’t be able to attack

The title is confusing but what I mean is when bots are on the battlefield, and a player magnetizes it with another; unless that bot grants rush or charge; the newly created bot must wait until the next round before being allowed to attack. That is all.

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hmm weird

why arent you suggestion any minion getting its stats changed on the board becomes unable to attack?

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The whole point of magnetism is to transform a minion into a spell-like buff
Would you recommand that blessing of kings should also freeze the minion it buffs ?

If it gave stealth, windfury, lifesteal, and copied itself, yes.

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I like how you include stealth in here
If you attack, the stealth breaks
If you keep it, then you didn’t attack

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And if you keep it its because you have another stealth mech in hand, windfury magnetize or both. Unless youre not using your head which isnt that uncommon since we are talking about mech rogue. One of the most braindead meta decks.

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Having another stealth in hand doesn’t change anything to the whole “once magnetized you shouldn’t be able to attack for the turn”
If your point is that you can perma-stealth a mech, that still means that you magnetize the stealth after attacking, so the magnetized stealth is out of consideration here

I’m not saying that mech rogue is a fair deck. Just that if people want to criticize something they better do it correctly. Especially when trying to take down the entire point of a mechanic.

Because you leave it stealthed and only use the new copies to attack each turn… do you not do this?

So the one you magnetized on didn’t attack after being magnetized
And the copies generated on your turn only atttack on your next turn

Looks like what OP is asking for

Sure that’s a huge synergy, but stealth in itself as a single keyword is irrelevant
I’m just being picky

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Oh, I know you’re being pedantic because the main point is something one wants to avoid… that there’s no equivalence to blessing of kings and magnetic.

The main point as you say is to take down an entire mechanic of the game
OP is asking that every time you magnetize it should prevent a minion from attacking as long as you don’t magnetize a rush.
So if you have a 10/10 on board and magnetize a single 1/1 with taunt, they are asking that that new 11/11 minion can’t attack this turn. Whereas you could give it +3 ATK and windfury with spells, and that would be ok
There’s definitely an equivalence to any buff spell and magnetic. It’s not because some cards are snowballers that you should burn the whole keyword

And in regard to the main suggestion of OP, a magnetic minion with or without stealth doesn’t change anything

I’m fine with this.

But it could have attacked as a 10/10 if it was already on board… which is what people would do.

Who said that’s okay? It wasn’t me.

And last I looked spells didn’t do the whole zillax treatment in a single card.

Magnetic either needs to be reworked, or the costs need to be adjusted significantly.

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Got it, minions lose the ability to attack the turn their attack value changes whatsoever. Now Crusader Aura will make minions enter the attack animation, get the +2/+1 buff, then CANCEL THEIR ATTACK by putting the minion to sleep for the turn.

Oh, and minions now take 3 turns to wake up because they hurt your feelings if they attack things.

But the point is not to know what people would do if that change was to be implemented
Spoiler alert : the forum would be flooded by bug reports of “my minion can’t attack after I magnetized” because that wouldn’t make any sens

Wow, not your best example
First thing : Zilliax has rush, so the minion will be able to trade anyway
Now let’s look at Zilliax. On its own it’s not a pretty good card. 5 mana deal 3-6 + heal 3-6. Pure paladin doesn’t even run a pure paladin card that does the exact same thing with a better body
So to consider Ziliax you have to combine it with other mechs already in place, which makes it a 6 mana-2 cards play at best, but maybe more often 8 mana
Well for 8 mana I can give you quite a lot of examples of combinations of cards that will do just as good or even better

The only thing I understand is that you don’t like the ability to perma stealth a replicating minion
Which is a 10 mana play to do nothing for 3 turns btw, it better pay off
So if this design is your problem, why would you take down all the other cards that are fine ?
If you were talking about the 1/1s with random effects though I really don’t like them either, but I blame the design of the card, not of the tribe for that