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 Magnetic mech to become an enchantment, adding its stats and text (other than Magnetic) to the combined Mech.
Notes[edit | edit source]
- A Magnetic card cannot be played if the player's board is full, even to Magnetize onto another minion.
- 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 executed upon destruction of the unit as expected.
- Magnetizing counts as playing a minion but not summoning a minion. This means on-play effects will trigger, while certain on-summon effects will not.
- Magnetic minions are still considered summoned while entering play before their effect triggers. On-board enchantments are considered and applied before a Magnetic minion attaches to a Mech.[verification requested]
- On-play buffs like Hobgoblin will trigger, but won't actually buff anything since the target is no longer in play while its effect resolves.
Strategy[edit | edit source]
- Magnetic cards can be played as minions even if you control a Mech. Simply place them to the right of any Mechs you control. Sometimes it's a good idea to spread your minions out instead of stacking them on one target.
- Magnetic acts as fast damage, since the combined Mech can attack with the extra stats right away. It's best to play Magnetic cards reactively to prevent a crippling Silence or Return to hand.
- It's usually a bad idea to stack a lot of Magnetic cards on one minion, since this leaves it exposed to hard removal as well as the aforementioned Silence and bounce.
- You should always try to keep your opponent's board clear of Mechs to prevent them from having a Magnetic target.
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]
- This section contains information exclusive to Wild format.
|Name / Desc||Rarity||Type||Subtype||Class||Cost||Atk||HP||Description|
Deathrattle: Summon two 1/1 Microbots.
Deathrattle: Destroy a random enemy minion.
Deathrattle: Summon three 1/1 Microbots.
Divine Shield, Taunt, Lifesteal, Rush
At the end of your turn, deal 1 damage to all other characters.
Can't be targeted by spells or Hero Powers.
|Showing all 12 cards|
Related cards[edit | edit source]
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. 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. 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.
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.
Trivia[edit | edit source]
- Magnetic is the first keyword to specifically interact with a minion's subtype.
Patch changes[edit | edit source]
- Patch 220.127.116.11770 (2018-08-02): Added.
References[edit | edit source]
- Official site - The Boomsday Project. Retrieved on 2018-07-10.
- Daxxarri (2018-07-10). Announcing: The Boomsday Project. Retrieved on 2018-07-10.
- Peter Whalen on Twitter. (2018-07-17).
- Hearthside Chat: Magnetic - The Boomsday Project. (2018-07-17). YouTube. Retrieved on 2018-07-17.
- Hadidjah Chamberlin on Reddit. (2018-07-11). Retrieved on 2018-07-11.
|By minion type|
|By spell school|
|By ability||Evergreen keywords|
|By effect type|
|By card set||Standard|