mechs go brrrrrr! thanks for the review glad you enjoyed the game haha. and u were right i was back and forth on murkeye the buddy twice that first turn, i just figured if i didnt lose a combat that turn id never be able to die in the future
Golden Clunker gives 2 magnetics, with triple battlecry off of golden Brann, it equals 6 per "battlecry" cycle. Then in effect of Murk-eye, the battlecries are doubled, giving 12 magnetics. Then Drakari tripling said effect makes it 36 magnetics per turn. Then with Beatboxer effect, you get either 2 or 3 magnetics per magnetic, dependent on where it lands. This equals around 72-108 magnetics per turn with this build from the golden Clunker.
When I initially watched this, I herd him say "I'll save this for the transition" when he got the beat boxer. I was like"wait what? Your murlocs and super strong you're going to stream roll... Then he transitioned , blew my freaking mind.
I got it to work with Silas Buddy in Duos, where we kept passing the Discover Mech around. Each mech was +180/+180 x3 for every pass. Sadly, the Silas buddy buffs didnt work when triggering the battlecry through murkeye or the t5 naga dragon they just removed
Been playing for like two months, feel like I'm getting the hang of the game. Then i watch games like this and cannot even fathom the logic of the moves until 10 steps later, got a long way to go haha
Had 1 of these clunker junker games few days ago in duos. Its kind of satifying when you hit the combo and basicly you dont have to so anything anymore even you have 50 coins.😂 Just find something for your duo partner.😂
Why is the golden beat boxer not gaining taunt once he adds another annoy atron to his other mechs as its gaining the stats and then should get its abilities as well which is divine shield and taunt
It must be because the pants (the spell that toggles taunt on/off) is at the end of the stack. So the Beat Boxer is gaining Taunt twice and then toggling it off, rather than gaining Taunt once, toggling it off, then gaining Taunt again.
I guess it was for the viewers, but you for sure sell out of Brann at that last turn, right? Sure, it's less magnetics that last turn, but you don't have to sell out of an already big divine shield minion to get there, so it's more threats on the board, plus more Mechs on the board so it's more likely that any given magnetic triggets on both BBs.
@@FastEddieHS Thanks for the response man! Obviously very much a backseating comment by me, maybe I should have put way more emphasis on "I agree with you keeping the Brann for the viewers". Amazing game btw!
36 base mags. Lands on beat boxer it's 72. Lands on not boxer it's 108. Averages out to 90 per turn. 2x Golden clunker = 72 mags. Not beat boxer is 72*3 not boxer is 72. Average 180
the move at the end isnt wrong IF you have enough turns left so the attachments land more often on a non boxer...3 out of every 4 wont hit a boxer instead of 50/50...the only question is would 2 larger boxers be better off than just getting more overall stats....but also as you have more magnetics you get many more +1/1s at the end of turn...not gonna run the math to find out how many extra stats will get spread lol
A bit sketch, but if you know your fight will last too long you can close the game and reopen it to back to Bob tavern with time to actually do your turn
144 minimum, if is going on a beatboxer you got 144 .72 on the beatboxer and 72 on the other, if is not hiting a beatboxer with be like 216 magnetics per turn
When i first saw the title, i thought it's gonna be for about 2 last turns. The last turn it was actually +144 😳 Almost like you predicted it when counting 😅 Thank you for exceeding my expectations 😎