How has your experience been playing against SN1P SN4P?
Submitted 5 years, 6 months ago by
LyraSilvertongue
How consistent have you found the card as a stand-alone or as a combo? I'm mainly asking hoping that as a combo it isn't too problematic in hopes that Mechwarper doesn't end up getting nerfed in wild.
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How consistent have you found the card as a stand-alone or as a combo? I'm mainly asking hoping that as a combo it isn't too problematic in hopes that Mechwarper doesn't end up getting nerfed in wild.
This is not so much of a salty post as it is a genuinely curious question to those whom ARE salty.
Personally I have enjoyed playing with and against Sn1p-Sn4p (in standard sorry to go fairly off topic of your thread I just do not know how to create a thread yet)
Now I am a Paladin main (yes the N'Zoth Control kind we do still exist as much as we died thanks to the stupid brain dead odd paladin of old) however I miss the games of REAL control and value, no matter what class I play it seems that Warrior is always going to out value EVER other class. I know that there are counters, and some games can be won by playing heavier aggression or strong mid range decks.
My curious question is how does Blizzard not feel there is an inherent issue with Warriors ability to constantly create infinite value. I personally LOVE Archivist Elisiana I think it is a genuinely COOL card that can be ran in EVERY deck so that is not the issue. My issue personally (and please feel free to disagree with me) is with Dr. Boom Mad genius...the warrior player is able to discover (with class card buffs of course) mechs that ALL have rush and INSANE stacking battlecry effects...I am just perplexed as to how this was seen as completely fine for the game where as Tempo Rogue that was simply killing people fast was viewed as bad for the game...?
I have been playing HS for well over 3 years almost 4 now, I have not been here since day one, however I remember a time when most games were a battle of winning or losing by turns 6-8 (not much different than the now nerfed Tempo Rogue games)
Once again not really a salty post as more of a discussion opener. Thanks in advance for input and thoughts :)
Personally I haven't played against it yet, as I've just been playing around with the card in Wild decks I'm making.
The Mechwarper combo is a bit tougher to pull off as you'd need a way to duplicate Mechwarper (Mage has Simulacrum or Molten Reflection) or to give it Echo (Warlock's Glinda Crowskin). Without a third Mechwarper you don't get the 0 mana SN1Ps. I haven't tried it in Priest yet, nor have I seen if Reckless Experimenter + Mechwarper on board actually makes a 0 cost SN1P-SN4P or if Experimenter limits the Mechwarper ability as well. If it does make it 0 when those two cards are both on board, that could be difficult to deal with in Wild. But it's still a 7 mana combo with the Experimenter and Mechwarper, then having free SN1Ps. If you play a [Hearthstone Card (Galvinizer) Not Found] or two that could reduce the Mechwarper cost though. Plus another mech needs to stick on board to buff and go face with.
I only really tried the combo in Warlock so far with Glinda. I only played 1 match and pulled the combo off on turn 8 after playing [Hearthstone Card (Galvinizer) Not Found] to discount the Mechwarper played (6) Glinda + (1) MWarper + (1) MWarper + infinite (0) SN1Ps. I played Coppertail Imposter the turn prior, and luckily my opponent didn't trade away my Jo-E Bot token because I needed an attack on a big taunt and then one to go face.
One way to get around taunts would be to also include a Skaterbot, allowing you to buff and rush a Mechwarper or two for taunt clears before sending the buffed Coppertail face. However, this could take too long as the Echo card takes a second or two to appear back in your hand and you could run out of time depending on how many things you need to clear.
EDIT: In the past I made a similar deck with a Glinda+Warpers+Zilliax combo, but it couldn't go face. If I had done the same with Coppertail and Replicating Menace it's the same combo as wtih SN1P, requiring the same amount of mana, but with one more board space open. Maybe it'll take off, maybe it won't. I think the most likely culprit would be if that Experimenter+Warper combo brings it to 0 mana still.
Quick! Someone give me something clever to write here.
I actually haven't played against it yet, so I can't say.
there is a button that says "forums" on it on the top bar. if you press that then it will take you to a page that has a list of different discussion topics, click on one of those and it will take you to a page that has all the threads on that topic, and above those is a button that says "create thread" or something like that, click on that and you can make your own thread.
in response to OP, I have not played against snip-snap at all, but I have played a handful of games with him in my token druid, and he seems fun, and fair. my opponent is able to deal with it, but I am also able to get fair use out of it. so I think it is a great card and Blizzard did a good job with it.
Carrion, my wayward grub.
There should not be any effect that allows a card's cost to be reduced to zero. A bare minimum mana cost of one is still very cheap. I love Wild but I am really tired of the Mechwarper / Summoning Portal combo with any other Mech. Especially, of course, with a hiding Coppertail Imposter. The various giants shouldn't be totally free. Even Emperor Thaurissan shouldn't lower card costs to zero.
I love Wild and i expect to see amazing combos and abusive decks from time to time. But infinite combos should be stopped in their tracks.
I always thought infinite combo = OTK and is acceptable iff the chance of creating the OTK is really low or takes a lot of turns to collect.
But this all not an exact science. I would like to see some hard numbers. An OTK killing you on turn 2 is not funny I guess.
Been enjoying casting DevolveMass DispelPolymorph on it/them.
I have yet to lose a game against it.
I've been playing with mage and had zero problems so far. If there is a mech in play late enough in the game for them to have mana to combo off, just freeze it. Coppertails can get frost nova'd and I run 2 copies. If they go in and make a big dude without a mech that can attack on board, just freeze it. If the big mech has taunt, well ... discover burn/polymorph or let the flamewakers do work. There's also random vapes and ice blocks