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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,213 --> 00:00:06,214 Hey, everyone. My name's Stephen Chang. 2 00:00:06,298 --> 00:00:07,298 I'm a game designer 3 00:00:07,381 --> 00:00:08,591 on the Hearthstone team. 4 00:00:09,092 --> 00:00:11,929 I'm excited to chat with you today about Magnetic, 5 00:00:12,012 --> 00:00:14,765 one of the new mechanics coming in the Boomsday Project. 6 00:00:15,349 --> 00:00:18,768 Magnetic is a new keyword found on some of the Mechs in this expansion. 7 00:00:19,393 --> 00:00:23,189 Mechs with Magnetic can either be played as a standalone Minion, 8 00:00:23,272 --> 00:00:25,817 or fused with other Mechs already on the board. 9 00:00:26,734 --> 00:00:29,278 When a Magnetic Minion attaches to another Mech, 10 00:00:29,362 --> 00:00:31,864 the targeted Mech will gain its attack and health, 11 00:00:31,949 --> 00:00:34,076 along with any other abilities that it has. 12 00:00:34,158 --> 00:00:37,787 So, just how do you attach a Magnetic Minion? 13 00:00:37,871 --> 00:00:40,874 Well, they work a lot like magnets, in that they have polarity, 14 00:00:40,957 --> 00:00:43,668 because it matters which side of a Mech you place them on. 15 00:00:43,752 --> 00:00:46,797 Placing a Magnetic Minion to the left of a Mech already in play 16 00:00:46,880 --> 00:00:48,298 will combine both cards, 17 00:00:48,381 --> 00:00:51,384 and have them share their attack, health and abilities. 18 00:00:51,468 --> 00:00:54,429 However, if you would prefer to play the Minion on its own, 19 00:00:54,512 --> 00:00:57,181 place it to the right of the Mech already in play. 20 00:00:57,265 --> 00:01:00,561 This gives you more flexibility in how you want to interact with the board. 21 00:01:00,643 --> 00:01:02,603 When we started on the Boomsday Project, 22 00:01:02,688 --> 00:01:05,231 we knew we wanted to bring Mechs back in a big way. 23 00:01:05,314 --> 00:01:07,441 We looked for a mechanic that celebrated Mechs 24 00:01:07,525 --> 00:01:10,361 but felt different than playing those from Goblins vs Gnomes. 25 00:01:10,444 --> 00:01:14,323 We initially had the idea of these Mechs that could plug-and-play into each other. 26 00:01:14,408 --> 00:01:17,786 What we came up with was a mechanic we called Modular, 27 00:01:17,870 --> 00:01:20,329 and we tried a lot of different implementations. 28 00:01:20,414 --> 00:01:22,748 One was a Choose One-type effect, 29 00:01:22,832 --> 00:01:25,543 where you were presented with a choice to play it as a Minion 30 00:01:25,626 --> 00:01:27,253 or attach it as a buff. 31 00:01:27,337 --> 00:01:31,299 In the end, it felt too clunky to have to choose each time you played one. 32 00:01:31,382 --> 00:01:35,762 Ultimately, a designer had a great idea of Modular Minions being sticky. 33 00:01:35,846 --> 00:01:37,847 They would attach to Mechs if next to them, 34 00:01:37,930 --> 00:01:40,558 but would play as standalone Minions if they weren't. 35 00:01:40,641 --> 00:01:44,478 We iterated on this idea and landed on the directional implementation, 36 00:01:44,563 --> 00:01:46,689 which acts like magnetic poles. 37 00:01:46,772 --> 00:01:50,067 From there, we changed the name of the keyword to Magnetic 38 00:01:50,152 --> 00:01:51,611 to better explain the effect. 39 00:01:51,694 --> 00:01:55,489 Artists ran with it, creating some awesome visuals to illustrate how it works. 40 00:01:55,573 --> 00:01:59,493 It feels super-intuitive to fuse a Magnetic Minion onto another Mech, 41 00:01:59,578 --> 00:02:02,371 and the effects help show off the directional polarity. 42 00:02:02,456 --> 00:02:05,584 The Boomsday Project has three classes that focus on Mechs: 43 00:02:05,667 --> 00:02:08,670 Hunter, Paladin and Warrior. 44 00:02:08,753 --> 00:02:12,507 Magnetic Minions can be found in these classes and in neutral. 45 00:02:12,591 --> 00:02:14,051 Depending on the board state, 46 00:02:14,133 --> 00:02:18,846 the decision to play your Magnetic Minions as Minions or as buffs is compelling. 47 00:02:18,931 --> 00:02:20,849 Do you want to spread yourself wide 48 00:02:20,932 --> 00:02:24,144 to play around single-target removal and Silence effects? 49 00:02:24,228 --> 00:02:27,855 Or do you want to build the biggest, baddest Mech this side of Netherstorm? 50 00:02:27,939 --> 00:02:29,149 I know what I want to do. 51 00:02:29,233 --> 00:02:30,776 Let's build a giant Mech. 52 00:02:30,859 --> 00:02:32,361 This is Wargear. 53 00:02:32,985 --> 00:02:36,405 Wargear is a 5-Mana 5/5 Mech with Magnetic. 54 00:02:37,241 --> 00:02:39,326 This card has a solid stat line for its cost 55 00:02:39,408 --> 00:02:41,703 and comes with inherent Mech synergies, 56 00:02:41,787 --> 00:02:44,414 but its Magnetic ability is what makes it exciting. 57 00:02:44,497 --> 00:02:47,125 When you have a Mech on board that is ready to attack, 58 00:02:47,209 --> 00:02:50,586 you can attach this onto it and give it +5/+5. 59 00:02:50,670 --> 00:02:53,757 It's almost like the Blessing of Kings for Mechs and neutral. 60 00:02:53,841 --> 00:02:56,301 So, what's a good target to attach this to? 61 00:02:56,384 --> 00:02:58,971 How about this unassuming little Mech, 62 00:02:59,054 --> 00:03:00,472 Upgradeable Framebot? 63 00:03:00,556 --> 00:03:02,558 This is a 2-Mana 1/5. 64 00:03:02,640 --> 00:03:05,018 This simple but hard-to-remove neutral Minion 65 00:03:05,102 --> 00:03:08,146 is a great way to set up for a Fallout Magnetic upgrade. 66 00:03:08,229 --> 00:03:10,524 You can place Magnetic Minions onto each other, 67 00:03:10,606 --> 00:03:14,193 but we wanted to ensure there were some good, resilient neutral targets 68 00:03:14,277 --> 00:03:15,862 for you to Magnetize onto. 69 00:03:16,572 --> 00:03:18,073 Framebot was one of them, 70 00:03:18,156 --> 00:03:21,617 and putting Wargear on it makes it a menacing 6/10 Mech. 71 00:03:21,701 --> 00:03:24,079 What else can we attach onto our Framebot? 72 00:03:24,162 --> 00:03:26,540 Let's try something with an additional ability. 73 00:03:26,622 --> 00:03:30,751 Beryllium Nullifier is a 7-Mana 3/8 Mech with Magnetic 74 00:03:30,836 --> 00:03:33,338 that can't be targeted by spells or Hero Powers. 75 00:03:33,963 --> 00:03:37,466 It can be played as a big target for future Magnetic upgrades, 76 00:03:37,550 --> 00:03:39,218 or fused onto an existing Mech 77 00:03:39,302 --> 00:03:41,847 to make it sturdier and stickier on the board. 78 00:03:41,930 --> 00:03:44,891 In general, Magnetic Mechs have higher health than attack. 79 00:03:44,974 --> 00:03:48,144 We wanted to mitigate the burst potential you could get from them. 80 00:03:48,228 --> 00:03:51,647 So now our mega-Mech is a 9/18 81 00:03:51,731 --> 00:03:54,401 that can't be targeted by spells or Hero Powers. 82 00:03:55,110 --> 00:03:56,695 What else can we put on it? 83 00:03:56,777 --> 00:03:58,614 I think I have just the thing. 84 00:03:59,531 --> 00:04:00,949 Zilliax. 85 00:04:01,032 --> 00:04:03,951 Zilliax is Dr. Boom's personal bodyguard. 86 00:04:04,036 --> 00:04:06,663 He is both an excellent candidate for Magnetic upgrade, 87 00:04:06,747 --> 00:04:08,248 and the ultimate upgrade himself. 88 00:04:08,331 --> 00:04:12,084 Putting Zilliax onto our uber-Mech makes him a 12/20 Mech 89 00:04:12,169 --> 00:04:14,129 with Divine Shield, Taunt, 90 00:04:14,212 --> 00:04:15,588 Lifesteal and Rush, 91 00:04:15,671 --> 00:04:18,716 that can't be targeted by spells or Hero Powers. 92 00:04:18,800 --> 00:04:20,302 That's one mighty Mech. 93 00:04:20,384 --> 00:04:22,512 That's all the cards we have to show today. 94 00:04:22,596 --> 00:04:25,098 We hope you've enjoyed this look into Magnetic, 95 00:04:25,182 --> 00:04:29,019 and we'll reveal more cards closer to the release of the Boomsday Project. 96 00:04:29,101 --> 00:04:31,062 Thanks for watching. See you in the Tavern. 8252

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