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.
Looking at Verdant Longneck, a 1/2 would cost 2mp instead, which would be worse than any of the Neutral 1 drops you mentioned (because 1 drops are busted), but you gain versatility in return.
Adapt is probably going to be best on early game minions however all the minions are probably going to have a stat penalty as a result e.g 3 mana 3/2 with adapt. Because of how strong the mechanic can potentially make a minion, if a 2 mana 2/3 minion has this mechanic, it would probably be very overpowered.
Overall I really like this mechanic because it gives cards versatility and allows them to essentially adapt to the situation during a game.
I'm going to take a stab at what the other 4 Adapt options might be. These are just estimated guesses, the values could vary.
+3 Health
Draw a card (I've seen a few suggest it may be Deathrattle: Draw a card but I disagree. I think with Azure Drake phasing out, a 5 mana 5/4 Draw a card when played is a fair option)
Spell Damage +1
+1/+2 (or +2/+1)
Restore 4 Health to your hero
Discover a card (seems far less likely than Draw a card)
Stealth
Summon a 2/2
Gain 1 mana crystal this turn only
Charge (I hope not)
Deal 2 Damage to a random enemy
Obviously there are only 4 other options remaining and they could be any number of these or none at all. I just think these are potential options the remaining options 'could' be.
I'm in two minds about this - on the one hand it'll make matches more dynamic and means you'll be able to respond to situations better. On the other hand, your ability to respond properly is still reliant on RNG. Should be fun at least.
At least you get to choose. The adapt could have very well been complete rng with no choice.
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.
That's what I was thinking; we could very easily see a Legendary creature with "Whenever a creature dies, Adapt".
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.
That's what I was thinking; we could very easily see a Legendary creature with "Whenever a creature dies, Adapt".
Doubtful. Adapt is like Discover which means you have to choose. Any circumstance that would allow the ability to trigger during your opponent's turn is 100% ineligible. In other words, triggers like 'Whenever this minion takes damage' or 'Whenever a creature dies' won't ever happen because these are triggers that can and will occur during an opponent's turn. It'd have to be something like, 'whenever a creature dies during your turn' or 'whenever a creature dies, randomly adapt' for it to actually make it's way into the game. And IMO, randomly adapting probably won't be a thing either because that kind of defeats the purpose, ie: adapting to the situation (can't really do that if it's random) but at least that would be possible.
I love the discover mechanic, and I love it being applied in this way. It's a very clever way to introduce a lot more interactivity into the game. It's very much like being able to sideboard live throughout the match. Far from being an oppressive use of RNG, I think this is a masterful way to increase the skill cap.
Wish the Adapt possibilities were more evenly matched, so that the mechanic is more a test of skill than of RNG. For example, Taunt is clearly not worth one mana - Massive should at least give Taunt and +1 health.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I can already hear Reynad BabyRaging over this mechanic lol
Aggro mechanic.
A beast that can't be targeted by spells or hero powers....yes please.
Seems useless saving the day after 3 months they will move it to wild and no one will play and will open more space for new cards
Adapt is probably going to be best on early game minions however all the minions are probably going to have a stat penalty as a result e.g 3 mana 3/2 with adapt. Because of how strong the mechanic can potentially make a minion, if a 2 mana 2/3 minion has this mechanic, it would probably be very overpowered.
Overall I really like this mechanic because it gives cards versatility and allows them to essentially adapt to the situation during a game.
I'm going to take a stab at what the other 4 Adapt options might be. These are just estimated guesses, the values could vary.
Obviously there are only 4 other options remaining and they could be any number of these or none at all. I just think these are potential options the remaining options 'could' be.
What about an Adapt spell.........
I love the discover mechanic, and I love it being applied in this way. It's a very clever way to introduce a lot more interactivity into the game. It's very much like being able to sideboard live throughout the match. Far from being an oppressive use of RNG, I think this is a masterful way to increase the skill cap.
it would be cool to see a spell with something like "Give a minion Adapt", so you would select a minion and then choose the effect..
In Rexxar we trust
Mike Donais has confirmed the last four effects are:
Always looking for casual play and meeting new people. Hit me up at adampjr#1929 (NA).
i like this,a mixture of spare part and discover but with small size pool cards
It's official. Inspire is a dead keyword, a failed experiment.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
more RNG.
community here like control but hate RNG. And always ask blizzard to remove all playable deck except control & greedy deck.
I think this effect will turn to salt threads when decide every games outcome.
Wish the Adapt possibilities were more evenly matched, so that the mechanic is more a test of skill than of RNG. For example, Taunt is clearly not worth one mana - Massive should at least give Taunt and +1 health.