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Hey, everyone. My name's Stephen Chang.
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I'm a game designer
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on the Hearthstone team.
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I'm excited to chat with you today about Magnetic,
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one of the new mechanics coming in the Boomsday Project.
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Magnetic is a new keyword found on some of the Mechs in this expansion.
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Mechs with Magnetic can either be played as a standalone Minion,
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or fused with other Mechs already on the board.
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When a Magnetic Minion attaches to another Mech,
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the targeted Mech will gain its attack and health,
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along with any other abilities that it has.
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So, just how do you attach a Magnetic Minion?
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Well, they work a lot like magnets, in that they have polarity,
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because it matters which side of a Mech you place them on.
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Placing a Magnetic Minion to the left of a Mech already in play
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will combine both cards,
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and have them share their attack, health and abilities.
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However, if you would prefer to play the Minion on its own,
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place it to the right of the Mech already in play.
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This gives you more flexibility in how you want to interact with the board.
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When we started on the Boomsday Project,
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we knew we wanted to bring Mechs back in a big way.
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We looked for a mechanic that celebrated Mechs
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but felt different than playing those from Goblins vs Gnomes.
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We initially had the idea of these Mechs that could plug-and-play into each other.
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What we came up with was a mechanic we called Modular,
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and we tried a lot of different implementations.
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One was a Choose One-type effect,
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where you were presented with a choice to play it as a Minion
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or attach it as a buff.
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In the end, it felt too clunky to have to choose each time you played one.
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Ultimately, a designer had a great idea of Modular Minions being sticky.
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They would attach to Mechs if next to them,
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but would play as standalone Minions if they weren't.
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We iterated on this idea and landed on the directional implementation,
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which acts like magnetic poles.
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From there, we changed the name of the keyword to Magnetic
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to better explain the effect.
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Artists ran with it, creating some awesome visuals to illustrate how it works.
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It feels super-intuitive to fuse a Magnetic Minion onto another Mech,
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and the effects help show off the directional polarity.
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The Boomsday Project has three classes that focus on Mechs:
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Hunter, Paladin and Warrior.
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Magnetic Minions can be found in these classes and in neutral.
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Depending on the board state,
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the decision to play your Magnetic Minions as Minions or as buffs is compelling.
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Do you want to spread yourself wide
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to play around single-target removal and Silence effects?
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Or do you want to build the biggest, baddest Mech this side of Netherstorm?
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I know what I want to do.
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Let's build a giant Mech.
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This is Wargear.
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Wargear is a 5-Mana 5/5 Mech with Magnetic.
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This card has a solid stat line for its cost
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and comes with inherent Mech synergies,
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but its Magnetic ability is what makes it exciting.
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When you have a Mech on board that is ready to attack,
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you can attach this onto it and give it +5/+5.
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It's almost like the Blessing of Kings for Mechs and neutral.
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So, what's a good target to attach this to?
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How about this unassuming little Mech,
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Upgradeable Framebot?
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This is a 2-Mana 1/5.
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This simple but hard-to-remove neutral Minion
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is a great way to set up for a Fallout Magnetic upgrade.
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You can place Magnetic Minions onto each other,
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but we wanted to ensure there were some good, resilient neutral targets
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for you to Magnetize onto.
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Framebot was one of them,
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and putting Wargear on it makes it a menacing 6/10 Mech.
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What else can we attach onto our Framebot?
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Let's try something with an additional ability.
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Beryllium Nullifier is a 7-Mana 3/8 Mech with Magnetic
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that can't be targeted by spells or Hero Powers.
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It can be played as a big target for future Magnetic upgrades,
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or fused onto an existing Mech
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to make it sturdier and stickier on the board.
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In general, Magnetic Mechs have higher health than attack.
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We wanted to mitigate the burst potential you could get from them.
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So now our mega-Mech is a 9/18
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that can't be targeted by spells or Hero Powers.
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What else can we put on it?
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I think I have just the thing.
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Zilliax.
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Zilliax is Dr. Boom's personal bodyguard.
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He is both an excellent candidate for Magnetic upgrade,
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and the ultimate upgrade himself.
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Putting Zilliax onto our uber-Mech makes him a 12/20 Mech
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with Divine Shield, Taunt,
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Lifesteal and Rush,
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that can't be targeted by spells or Hero Powers.
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That's one mighty Mech.
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That's all the cards we have to show today.
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We hope you've enjoyed this look into Magnetic,
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and we'll reveal more cards closer to the release of the Boomsday Project.
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Thanks for watching. See you in the Tavern.
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