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Play this to the left of a Mech to fuse them together!

Magnetic is an ability exclusive to certain Mech minions which allows multiple minions to be merged together. Playing a Magnetic minion to the left of an existing Mech will automatically cause the two minions' stats and card text to be combined into a single minion.[1][2]

Notes[edit | edit source]

  • A Magnetic card cannot be played if the player's board is full, even to Magnetize onto another minion.[3]
  • If you use a Magnetic card to upgrade a mech, that upgrade is treated as an enchantment, not as a transformation. So, for example, if the mech is silenced or returned to the hand, it loses all the effects it got from the magnetizing.
  • In-hand enchantments given to Magnetic minions are considered part of the Magnetic effect when attached to another Mech. For example, Kangor's Endless Army will resurrect a Mech with both the Magnetic buff and the in-hand enchantment.
  • In-hand enchantments which give Deathrattle-effects (i.e. Val'anyr) are attached to the Target Mech-Unit all the same. The Deathrattle-effect of the Unit which has been enhanced by a magnetic unit with an In-hand Deathrattle enchantment does not show up in the tooltip of that unit. The Deathrattle-Symbol under the unit does show up however and the Deathrattle-effect is excecuted upon destruction of the unit as expected.

Cards with Magnetic[edit | edit source]

This section lists minions which are Magnetic or have the ability to become Magnetic when played.

Collectible[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Bronze Gatekeeper Common Minion Mech Any 3 1 5
Taunt "You have my shield! And the rest of me too."
Glow-Tron Common Minion Mech Paladin 1 1 3
Magnetic They tried for weeks to make a stealth version, but eventually decided to just let it glow.
Skaterbot Common Minion Mech Any 1 1 1
Rush "See you later bot"
- Jaina
Venomizer Common Minion Mech Hunter 2 2 2
Poisonous Keeps getting banned for toxic behavior.
Wargear Common Minion Mech Any 5 5 5
Magnetic WAR! GEAR! What is it good for?
Annoy-o-Module Rare Minion Mech Paladin 4 2 4
Divine Shield
Taunt Every ten seconds it asks if you want to update.
Missile Launcher Rare Minion Mech Any 6 4 4
At the end of your turn, deal 1 damage to all other characters. We asked, "Where do the missiles go?" and he answered, "Yes."
Replicating Menace Rare Minion Mech Any 4 3 1
Deathrattle: Summon three 1/1 Microbots. It's a car!
*Whomp whomp whomp*
It's a robot!
*Whomp whom-CRUNCH*
It's... three.. smaller robots!
Spider Bomb Rare Minion Mech Hunter 3 2 2
Deathrattle: Destroy a random enemy minion. Wrecks a dude, any size. Catches thieves, eats those guys. Look out! Here comes a Spider Bomb!
Beryllium Nullifier Epic Minion Mech Warrior 7 3 8
Can't be targeted by spells or Hero Powers. Why Beryllium? Because it's hard to spell.
Zilliax Legendary Minion Mech Any 5 3 2
Divine Shield, Taunt, Lifesteal, Rush Everything but the kitchen sink. Oh wait, there's one on his back.
Showing all 11 cards
Bronze Gatekeeper(89896).png
Missile Launcher(89857).png
Replicating Menace(89875).png
Spider Bomb(89807).png
Beryllium Nullifier(89800).png

Related cards[edit | edit source]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Kangor's Endless Army Legendary Spell Paladin 7
Resurrect 3 friendly Mechs. They keep any Magnetic upgrades. "That's three, Kangor. Three isn't endless."
- Countess Ashmore
Showing the only card
Kangor's Endless Army(89818).png

History[edit | edit source]

When Blizzard started work on The Boomsday Project, they knew they wanted to bring the Mech minion type back in a big way and searched for a mechanic that celebrated Mechs but also felt different from the Mechs in Goblins vs Gnomes, the expansion that first introduced the minion type. They initially had the idea of Mechs that could "plug-and-play" into each other, leading to the creation of a minion mechanic called Modular with various experimental implementations. One version of Modular was a type of Choose One effect which presented the player with a choice of playing the card as a minion or attaching it to an existing minion as an enchantment. However, it felt overly clunky having to choose each time one played a Modular card. Ultimately, one designer had the idea of Modular minions being "sticky": they would attach to existing Mechs if played next to them, but would function as standalone minions if they weren't.[4] In the very first prototype of this mechanic, the player had to hover the Modular card directly over the existing minion if they wanted them to attach. However, this was "always super fidgety" and led to a lot of misplays, especially on smaller phone screens.[5] The team iterated on the idea and came up with directional implementation, which acts like magnetic poles. From there, they changed the name of the Modular mechanic to Magnetic to better explain its functionality.[4]

In general, Magnetic Mechs have higher Health than Attack, as the team wanted to mitigate the burst potential players can get from them.[4]

While Magnetic minions can be attached to each other, Blizzard wanted to ensure there were some good, resilient, neutral targets to Magnetize onto as well and created several cards along this theme, such as Upgradeable Framebot.[4]

Trivia[edit | edit source]

  • Magnetic is the first keyword to specifically interact with a minion's subtype.

Patch changes[edit | edit source]

References[edit | edit source]

  1. Official site - The Boomsday Project. Retrieved on 2018-07-10.
  2. Daxxarri (2018-07-10). Announcing: The Boomsday Project. Retrieved on 2018-07-10.
  3. Peter Whalen on Twitter. (2018-07-17). 
  4. 4.0 4.1 4.2 4.3 Hearthside Chat: Magnetic - The Boomsday Project. (2018-07-17). YouTube. Retrieved on 2018-07-17.
  5. Hadidjah Chamberlin on Reddit. (2018-07-11). Retrieved on 2018-07-11.