Spider Bomb
Spider Bomb is a 3 Mana Cost Rare Hunter Minion Mech card from the The Boomsday Project set!
Card Text
Magnetic Deathrattle: Destroy a random enemy minion.
Flavor Text
Wrecks a dude, any size. Catches thieves, eats those guys. Look out! Here comes a Spider Bomb!- Mana Cost: 3
- Attack: 2
- Health: 2
- Crafting Cost: 100 / 800 (Golden)
- Arcane Dust Gained: 20 / 100 (Golden)
- Rarity: Rare
- Class: Hunter
- Card Type: Minion
- Minion Type: Mech
- Set: The Boomsday Project
- Mechanics: Deathrattle, Magnetic
Spider Bomb Card Review
The first, and the only card so far featuring a new keyword – Magnetic. You can read more about it in our guide, but to give you a short introduction – Mechs with Magnetic can work in two ways. First, as a normal minion – you drop it and it has its own stats and effect. And second – as a buff to another Mech. You can “fuse” it with an existing Mech, and if you do it, the one on the board gains the stats and effect of the Magnetic one. Sounds a little bit complicated, but it’s actually simple. It’s like two cards with one – a regular minion and a 3 mana “Give a Mech +2/+2 and Deathrattle: Destroy a random enemy minion.”
Which is why I think that Magnetic mechanic has lots of potential. One of the biggest downsides of buffs is that they’re dead in hand when you have no right minion to buff on the board. If you’re behind, or just building a board, or a buff won’t give you any advantage in a certain scenario, you can decide to drop that Mech as a minion instead. You can’t do the same thing with buffs.
Obviously, Magnetic mechanic works only on other Mechs, which means that it will realistically work only in a dedicated Mech deck. The Mech part can be played just like a normal minion would, so it’s not out of question that a Magnetic card might see play in a non-Mech deck, the Magnetic effect just won’t be relevant (because it will rarely be used). The biggest problem with Mech decks is, obviously, lack of good Mechs. Back in the day, when there were no formats and GvG was a thing, it wouldn’t be a problem. The expansion produced LOTS of great Mechs. But right now, we have only a handful of them in Standard. And honestly, Harvest Golem and Nightmare Amalgam seem like only two that could fit well into a Mech deck, which are usually pretty tempo-based (well, unless something changes). Which makes it incredibly hard to rate Mech synergies, as we have no idea what new Mechs we will see. That said, it looks like even if Magnetic won’t be big in Standard, there is a very high possibility that it will work better in Wild, with all of the GvG stuff.
This particular Mech is basically a delayed Deadly Shot with a body. You get a 2/2 Mech, or +2/+2, but the Deadly Shot is delayed. It can be both a good thing and a bad thing. On the one hand, you can set it up before your opponent’s key turn – like playing it on empty board before Turn 8, when your opponent might drop The Lich King or a Primordial Drake. On the other hand, he won’t do it if he’s given a heads-up – he can clear it before playing a big minion, Silence it, or just flood the board with smaller ones. At the same time, if you already have a small Mech on the board, you can use it to buff it, sac it into a big minion and kill it immediately, which can be valuable. Delaying your opponent’s big plays is also pretty good by itself – it’s a bit like dropping a minion with Poisonous. Not necessarily going to always get a big value trade, but it can mess your opponent’s game plan.
Since it’s a Deathrattle, it also gets potential extra value in any deck running Play Dead and/or Carnivorous Cube. So it might be played not for its Mech synergies, but for the Deathrattle, in something like Egg/Cube Hunter.
All in all, like I’ve mentioned, it’s far too early to judge the whole Magnetic after seeing a single Mech, but I have pretty high hopes for it. This card seem above average, since it has a solid use both as a regular minion and as a buff. But I wouldn’t call it “great”.
Card rating: 6/10
Just 1 question to the magenetic mechanic: it says ist combinating stats. what about mana costs? i wanna zola a combinated mech. does it cost the cost from all together. can it cost more then 10?
You don’t create a new card, you just buff your mech on the board. Zola just gonna give you the basic mech.
This card is indeed very early to judge.
As someone else stated, and I agree whole heartedly:
If the cards it synergizes with (other mechs) aren’t good then he’s going to be suboptimal. Yeah he CAN be good on his own but there are honestly better drops for 3 and better cheaper drops even still. Unless you can get a good reliant pool of mechs for a dedicated deck, this card will always just be mediocre. However given a good mech pool to choose from that are half decent this could be very good. It just depends on the rest of the cards to come out.
A meat wagon magnetic deathrattle hunter play could be interesting and fun though. Wagon turn 4, no one really kills it, magnetize this card and use play dead to destroy the opponents minion and get a better pool of drops from meat wagon. Depending on the card, playing 4 mana after you have meat wagon you can get about a 6-7 mana worth turn. If you have another play dead that’s an insane turn honestly.
To be completely fair, looking at all of these cards, they all seem rather situational as to when you should play them or how they’ll work out. They’re making the cards much more daring to play. I kind of like it.
I think this is one of those cards where if the deck its in is strong then the card will be strong. Its kinda like the old mechwarper, the only way mech warper was good was because it had a deck to go around it, if mechs were so bad that the only way they were good was with the discount then the deck was bad. If mechs end up only being good if a magnetic mechanic is triggered then this card will be bad but if the other cards are standalone good then this card will only help to push that.
Seems clunky 3/5
I think its quite flexible
you can play this minion on its own with its troublesome deathrattle or you could fuse this with a mech that can already attack on the board giving it +2/+2 and a powerful hard removal deathrattle
The problem is that this is nothing against other fast decks and if you don’t have a mech it’s unbelievably slow.
Magnetic seems kinda like a Bonemare effect. So you basicly get charge, if you already got a minion on board. This seems pretty freakin’ awesome!
This makes me remember Obsidian Statue. You can hook it up to a Taunt Mech and it’s basically an Obsidian Statue. I won’t underestimate this card in the long run.
Taken as a minion, a 3 mana 2/2 with that deathrattle would probably be alright in a Control styled Hunter. It is slower than Deadly Shot, but this can be discovered by Stitched Tracker and avoids being pulled out by the Beast Recruitment tools like Katherna. Granted, Deadly Shot isn’t being play in Recruit Hunter anyway and since this is a minion this won’t see play in Spell Hunter.
As a spell, a +2/+2 buff is probably worth around two mana, but it is a specific target buff. However, the deathrattle it gives is probably worth two mana. The only issue is random removal when multiple token decks are popular basically makes it somewhere between useless and too RNG reliant.
This will probably see some play in a Mech Hunter deck, but it could easily be pushed out of such a deck by the any of the staggeringly good Hunter 3 drops already in standard.
This is a deathrattle hunter tech for sure. If you can spare a play dead or hunter gets more deathrattle triggers this is two deadly shots for 4 Mana and a 2/2
not sure what the other magnetic cards will be, but this seems like at the very least a very good arena card possibly more than that.