Magnetic

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Magnetic
Play this to the left of a Mech to fuse them together!
A minion being Magnetized.

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 to the combined Mech.[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.
  • On-board enchantments are also considered and applied before a Magnetic minion attaches to a Mech.
    • Example: High Priest Amet is on the board. Skaterbot is played to magnetize onto a Wargear. Skaterbot becomes a 1/7 after it is played, and then it adds +1/+7 to Wargear.
  • 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.
  • Magnetizing counts as playing a minion but not summoning a minion. This means on-play effects will trigger, while on-summon effects will not.
    • On-play buffs like Hobgoblin will appear to trigger, but won't actually buff anything since there is no target to buff.

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]

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
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
Magnetic
Rush "See you later bot"
- Jaina
Venomizer Common Minion Mech Hunter 2 2 2
Magnetic
Poisonous Keeps getting banned for toxic behavior.
Bronze Gatekeeper Common Minion Mech Any 3 1 5
Magnetic
Taunt "You have my shield! And the rest of me too."
Wargear Common Minion Mech Any 5 5 5
Magnetic WAR! GEAR! What is it good for?
Spider Bomb Rare Minion Mech Hunter 3 2 2
Magnetic
Deathrattle: Destroy a random enemy minion. Wrecks a dude, any size. Catches thieves, eats those guys. Look out! Here comes a Spider Bomb!
Annoy-o-Module Rare Minion Mech Paladin 4 2 4
Magnetic
Divine Shield
Taunt Every ten seconds it asks if you want to update.
Replicating Menace Rare Minion Mech Any 4 3 1
Magnetic
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!
Missile Launcher Rare Minion Mech Any 6 4 4
Magnetic
At the end of your turn, deal 1 damage to all other characters. We asked, "Where do the missiles go?" and he answered, "Yes."
Beryllium Nullifier Epic Minion Mech Warrior 7 4 8
Magnetic
Can't be targeted by spells or Hero Powers. Why Beryllium? Because it's hard to spell.
SN1P-SN4P Legendary Minion Mech Any 3 2 3
Magnetic, Echo
Deathrattle: Summon two 1/1 Microbots. "It's gonna be snip this, snap that. Bada-snip, bada-snap!"
Zilliax Legendary Minion Mech Any 5 3 2
Magnetic
Divine Shield, Taunt, Lifesteal, Rush Everything but the kitchen sink. Oh wait, there's one on his back.
Showing all 12 cards
Glow-Tron(89902).png
Skaterbot(89897).png
Venomizer(89921).png
Bronze Gatekeeper(89896).png
SN1P-SN4P(90680).png
Spider Bomb(89807).png
Annoy-o-Module(89810).png
Replicating Menace(89875).png
Wargear(89799).png
Zilliax(89803).png
Missile Launcher(89857).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.