But, Adapt choices are not balanced, I think. Taunt is not equal to Divine Shield or Windfury.
I think, other choices could be: +3 Health, Stealth, Spell Damage +1, Deathrattle: Draw a card ?
They may not be equal in terms of power. It's true that Divine Shield is worth more than Taunt, but sometimes you would rather pick Taunt over Divine Shield to protect yourself from lethal, or if you have a minion that you want to try to keep alive. Versatility is definitely the key power of Adapt where you'll be able to choose what you want when its best, for those moments where you'd rather have a Taunt than a Divine Shield (or vice-versa for that matter) instead of having to run two separate cards.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Secret: when your opponent plays a minion, one of your minions Adapts.
Inspire: Adapt. (On a legendary.)
Spell: grant an Adaptation to all of your minions.
Activated effect: when anything Adapts, this minion gains that adaptation too.
Rollback Post to RevisionRollBack
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Secret: when your opponent plays a minion, one of your minions Adapts.
That wouldn't work. The way I understand, adaptations are chosen, and you can't choose something on your opponent's turn. Unless its "one of your minions Adapts randomly".
Bonus: What if every so often (really rare), you got an ultra-effect. Could be fun to get some kind of 'All of the above', option one in every 50 times or something.
That would probably be a bad idea, but it would make for some fun moments.
Rollback Post to RevisionRollBack
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
This makes me think Primal Zerg, especially Dehaka.
Idea of card adapting to situation is a cool mechanism and I think many are undervaluing what it means to have one card that can adapt better to a situation. It's kind of like how discover minions were undervalued before they were released.
The real question: If I adapt a deathrattle, does it get counted by N'Zoth?
No, When you play Infest, your "infested" minions doesn't count unless they originally have deathrattle
unless it works like druid of the claw, once you choose it becomes new card. who knows.
I kinda hoped they would introduce some sort of trample mechanic from mtg, would fit big dinos, but with adapt and quest coming, it probably wont happen.
So you basically get what you might need with a 3/10 chance...id argue thatll most likely be taunt so why not play a taunt directly?
Interestingly thought this mechanic is by far the strongest mechanic the lower the manacost is. For example it is underhwelmingly on that 5 drop but imagine this on a 2 drop lol.
Hard to judge before seeing all the options, but, tyhe first revealed minion that uses it looks like trash to me.
I think they've over costed the effect. Needs a bigger discount due to the random nature IMHO.
Disagree, at least in Druid. If Stealth is an option I'd run this over Stranglethorn in Beast Druid all day every day, since there is a fair chance I'll be able to Stealth/"Hexproof"/"Divine Shield this on turn 5 for Menagerie Warden turn 6, but I also have flexibility to make it an 8/4 or give it Deathrattle or Taunt or whatever is most helpful as a late-game combo.
I like this mechanic a lot, yes the RNG may fuck you over sometimes but it has to be there.
What i like about it is that one card has the potential to cover a lot of tech variations that you may not be able to afford if your deck is pretty tight on space, yep you may not roll the desired choice all the time, but a tech card against a deck you haven't teched for (turn 10 draw swamp ooze against mage anyone??) is essentially a dead card or a waste compared to what you could have taken. This allows for it to be useful the majority of the time, i would love a card like this in my current maly rogue deck, the option to roll out a nice big taunt would really increase my win rate against pirate cancer for instance.
Also it rewards intelligent decision making in terms of choosing based on your opponents deck, type or what you perceive it to be. Again going hand in hand with the above, teching on the fly basically, which has the potential to have a high skill ceiling. Or just plain searching for another win condition if your plan of attack is going wrong (looking at you dirty rat!!!).
Looking forward to seeing the other choices and cards with adapt on them.
Ah, but what I failed to consider, now that I think about this, is that the one we've seen so far is 'Battlecry: Adapt.' That implies that you could have adapt as something else, combo? On attack? Whenever this minion takes damage? Could be interesting.
Rollback Post to RevisionRollBack
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
A LOT better than the add random cards mechanics they've been pushing previously. With only 10 possibilities it's much easier for the opponent to anticipate outcomes and play around them.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
It should give one random bonus whitout give the player the chance to choose.
I would be less brocken in my opinion
Click the image to go to my custom Time Traveler class.
Doesn't just have to be a Battlecry.
Secret: when your opponent plays a minion, one of your minions Adapts.
Inspire: Adapt. (On a legendary.)
Spell: grant an Adaptation to all of your minions.
Activated effect: when anything Adapts, this minion gains that adaptation too.
Shudderwock means driving a clown car in circles around your opponent while he swings his sword at you. Half the time he chops you and your car to pieces. The other half you park on his legs and 40 clowns come out one by one, trampling him to death.
Whizbang Strategy Reference -- update complete for Rastakhan's Rumble!
The real question: If I adapt a deathrattle, does it get counted by N'Zoth?
I stream dumb things! http://www.hearthpwn.com/forums/hearthstone-general/streams-and-videos/186621-yet-another-new-stream
Also, check out the BalanceStone project at https://discord.gg/yNexH9A
Greetings, traveler.
Let's make Hunter great.
Bonus: What if every so often (really rare), you got an ultra-effect. Could be fun to get some kind of 'All of the above', option one in every 50 times or something.
That would probably be a bad idea, but it would make for some fun moments.
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
This makes me think Primal Zerg, especially Dehaka.
Idea of card adapting to situation is a cool mechanism and I think many are undervaluing what it means to have one card that can adapt better to a situation. It's kind of like how discover minions were undervalued before they were released.
So you basically get what you might need with a 3/10 chance...id argue thatll most likely be taunt so why not play a taunt directly?
Interestingly thought this mechanic is by far the strongest mechanic the lower the manacost is. For example it is underhwelmingly on that 5 drop but imagine this on a 2 drop lol.
There are still 4 options they have not revelead right? I'm guesing +3 health is one of them
I like this mechanic a lot, yes the RNG may fuck you over sometimes but it has to be there.
What i like about it is that one card has the potential to cover a lot of tech variations that you may not be able to afford if your deck is pretty tight on space, yep you may not roll the desired choice all the time, but a tech card against a deck you haven't teched for (turn 10 draw swamp ooze against mage anyone??) is essentially a dead card or a waste compared to what you could have taken. This allows for it to be useful the majority of the time, i would love a card like this in my current maly rogue deck, the option to roll out a nice big taunt would really increase my win rate against pirate cancer for instance.
Also it rewards intelligent decision making in terms of choosing based on your opponents deck, type or what you perceive it to be. Again going hand in hand with the above, teching on the fly basically, which has the potential to have a high skill ceiling. Or just plain searching for another win condition if your plan of attack is going wrong (looking at you dirty rat!!!).
Looking forward to seeing the other choices and cards with adapt on them.
So if I play wild, Brann Bronzebeard on the field and summon an adapt minion will I have two new abilites? seems legit...
Ah, but what I failed to consider, now that I think about this, is that the one we've seen so far is 'Battlecry: Adapt.' That implies that you could have adapt as something else, combo? On attack? Whenever this minion takes damage? Could be interesting.
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
Seems god, but alot of more good things sounds better then it actually works... because of the meta
AJAX AMSTERDAM
A question I was just asking myself, will adapt cards will count towards quests? like "play 10 divine shield minions" "play 15 taunt minions" etc.
Are we to assume that the same "adaptations" apply, no matter what minion uses them?
Suppose we have a 1 mana 1/2 Raptor Battlecry: Adapt:
1 mana 1/2 Beast Taunt (Goldshire Footman cries.)
1 mana 1/2 Beast Divine Shield (Argent Squire cries.
1 mana 1/2 Beast Deathrattle: Summon two 1/1s (Haunted Creeper cries.)
1 mana 4/2 Beast (Everybody cries.)
I really hope they apply these intelligently. Some effects are WAY more powerful depending on the size of the minion.
lets not forget brann bronzebeard and menagerie warden
A LOT better than the add random cards mechanics they've been pushing previously. With only 10 possibilities it's much easier for the opponent to anticipate outcomes and play around them.