Quote from Nickfuryusn >>Ahh yes, please tell me how shuffling 3 imps into your deck as anti fatigue helps against a hunter hitting you in the face each turn with magnetized mechs.
Please, tell me.... What do you prefer against mech hunter... to have 3 1-1 imps in your deck and no mechs on board, or have that ziliaxed huge mech hitting your face but no dead draws in your deck?
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Deathrattles trigger in order of play. The issue is that the effect of the deathrattle of voodo doll is carried out after the deathrattle of mechathun checks whether the condition for winning the game is fulfilled.
"Deathrattles and death-related effects take place after damage has been exchanged and minions/weapons have been destroyed and removed from the board."
I.e. you play Reckless Experimenter , you play Voodoo Doll , targeting Reckless and then you play Mecha'thun (which was reduced twice from Galvanizer ). You have no cards in hand and in the deck and you press the end turn button.
Reckless Experimenter's effect will trigger (it was played first but it is anyway the only end of turn trigger) killing Voodoo doll and Mecha'thun in that order. And then the Deathrattle effects are checked, so Voodoo doll kills Reckless, but the actual death of reckless is delayed until Voodoo doll is removed from the game. However, now Mecha'thun checks for his deathrattle at which time Reckless is still on the board. So Mechathun's deathrattle doesn't trigger. Voodoo doll and Mechathun are removed. And just then, Reckless Experimenter is also removed.
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That's true, but in view of a competetive collection, you only get 3 packs for 700 gold. Of course, that disregards the fun of the adventure and I will get it (probably with gold). But since you emphasized that you're a budget player, I just wanted to point out that you are getting less packs in the adventure (I think 3 per wing?) than if you would buy packs.
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Ah yes, that makes sense. I read it that all five chapters (like every single one) gives you the 15 packs.
Then I remembered correct in my first post. 3 per wing...
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That's what I found:
"First chapter will be free, while the other four will cost 700 gold per chapter (or $19.99 for all four). All five chapters will give you 15 Rise of Shadows Card Packs, a single Golden Classic Pack and a Golden version of Zayle, Shadow Cloak (which works like Whizbang the Wonderful, but gives you one of the five new decks at random)."
15 packs per wing seems like a lot of value for 700 gold and a lot more than I thought they will give. But I am not 100% sure that this is correct. But I hope so.
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Afaik they are not free since you have to pay 700 gold for one wing, don't you?
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I guess part of the reason is that they want to keep people interested. Now, people are playing anyway because of the new expansion. In 3 weeks-5 weeks time, playernumbers will start to decrease. Then the adventure will again spike the interest of people and when they play the adventure, they might also start a few games...
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I understand that you do not like Aggro, midrange, control or combo, because they all have their own playstyle. This makes no sense to me at all. Different archetypes with different win conditions is what makes the game stay interesting. Don't play the game if you don't like archetypes. What did you expect when you startet playing?
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Example:
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He looks for decks with the newly released archangel vargos, but without any non released cards from the new expansion since they are not yet released. How can he find such decks in the deck search on hearthpwn?
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I absolutely underestimated Corridor Creeper and because of this, I overestimated Mulchmuncher . The question here is: Are there enough small demons to be killed? A 8/8 for 4 mana will already be great. I'd say this will be good if a demon zoo is viable.
edit: arrrrgh, „friendly minion“ is the difference to Corridor Creeper... that is a lot to reduce then... i think it will take too long to reduce it.