Best mechanic to date that actually requires skill and thinking. Hopefully they continue down this path that gives power back to the players instead of a RNG computer.
It does give more control over your card but when I think about it, there isn't a whole lot of thinking you can do when playing a simple adapt card like Verdant Longneck . It seems straightforward in many situations: board empty, choose the best stat buff. Board threatened, choose +3 attack or "destroy any minion damaged by this". The more interesting thing I can think of is when against a mage or priest, you choose (if you are offered that is) "can't be targeted by spells". That'd be a nice on the spot answer. What do you think? Feel free to agree or disagree :)
PS: I do actually like the keyword. I'm just hoping the adapt cards are much more powerful and interesting than Verdant Longneck.
I like it. I don't think it's too much RNG. The choices are mostly on a similar power level so you should in most cases get at least 1 that's good for the situation. There's also not a choice that can simply win you the game out of the blue, like some discover cards (netherspite, drakonid op, kazakus).
I do not like this mechanic AT ALL. It is just like tuskarr totemic all over again. You will sometimes get a 5 mana 5/7 or you can get a booty bay bodyguard. It is still a roll of the die if you can get a good minion or an unplayable one.
I do not like this mechanic AT ALL. It is just like tuskarr totemic all over again. You will sometimes get a 5 mana 5/7 or you can get a booty bay bodyguard. It is still a roll of the die if you can get a good minion or an unplayable one.
Its a big exaggerating to call this mechanic like the old Tuskarr Totemic, I wager most adapt minions will buff themselves and very few will actually buff other minions. It is generally easier to deal with a single minion than multiple ones. The adapt options do feature some defensive options, unless you are extremely lucky you will get a choice of [+3 Attack, Windfury, and Poison]. Lastly we don't know how well stated or well costed the Adapt minions gonna be yet.
Tuskarr was troublesome because it summoned another minion entirely that can be used for Flametongue Totem and it reduced Thing from Below mana cost. Not to mention the absurdity of a chance to summon Flametongue, Totem Golem or Mana Tide Totem.
Sorry about my exaggeration (I tend to do that a lot) I guess the statistical chance of getting a terrible minion out of it is extremely low because most of the adapt abilities seem alright (Similar to Finley you are actually likely to get the power you want). I am just getting tired of random mechanics in Hearthstone which has been putting me off the game.
Sorry about my exaggeration (I tend to do that a lot) I guess the statistical chance of getting a terrible minion out of it is extremely low because most of the adapt abilities seem alright (Similar to Finley you are actually likely to get the power you want). I am just getting tired of random mechanics in Hearthstone which has been putting me off the game.
By the way, Shrouding Mist is Stealth until your next turn. They kinda clarified it on Reddit :P
That means Stealth is the worst possible Adapt option, since you don't even get to keep the effect and wait for value trades or buffs (especially in Arena). Regular Stealth is only worth 0,5 mana aka 1 stat, so temporary Stealth is worth nothing, thus the minion needs to already start with vanilla statlines to make Stealth worth it.
Well, you can't really look at cards completely mechanically. If you're missing a lethal, your opponent has removal and you drop a minion with a stealth, it's worth immeasurably. Likewise, if you're clinging on to your life and you get taunt, it's also very valuable. So i guess the value depends on the situation. I'm talking about contructed ofc.
I agree, it IS one of the weakest mechanics, but there's no way of absolutely balancing it all. Permanent stealth would be to imba, one turn stealth is usually too weak. I guess you win some, you lose some, if you want a benefit, there's risk included. Kinda sounds reasonable to me, and, all in all, an interesting mechanic.
I fear this new mechanic, it could easily get out of control. For example, let's take a look at Gentle Megasaur.
If the opponent plays Call in the Finishers on turn 4 and you can't deal with his board on your next turn, if he drops it on turn 5 and gets Flaming Claws he's gonna place 16 damage on your face. If he is aiming for board control and gets Poison Spit he's gonna get 4 Patient Assassin. Or you could even drop the combo on turn 8 to give your murlocs Living Spores and play Bloodlust next turn. I'm expecting an aggro murloc shaman on the next expansion.
Brann will rotate out of Standard though. Everyfin is Awesome plays almost similar to Gentle Megasaur with Call in the Finishers.
Don't forget that adapt have 10 options to choose from. You won't always get Poison or +3 attack. Actually you'd probably want the +1/+1, +3 health or Living Spore if you are running Bloodlust. The 1/1 Murlocs are so easy to clear.
I'd like to see this combine with inspire on a mid-costed minion. Could make for an interesting epic/rare.
I returned to this game much like how a recovering alcoholic can relapse.
I wonder if minions who adapt the Deathrattle are counted as Deathrattle minions (for the Priest quest).
Kaladin's RoS Set Review
Join me at Out of Cards!
Best mechanic to date that actually requires skill and thinking. Hopefully they continue down this path that gives power back to the players instead of a RNG computer.
Kaladin's RoS Set Review
Join me at Out of Cards!
It does give more control over your card but when I think about it, there isn't a whole lot of thinking you can do when playing a simple adapt card like Verdant Longneck . It seems straightforward in many situations: board empty, choose the best stat buff. Board threatened, choose +3 attack or "destroy any minion damaged by this". The more interesting thing I can think of is when against a mage or priest, you choose (if you are offered that is) "can't be targeted by spells". That'd be a nice on the spot answer.
What do you think? Feel free to agree or disagree :)
PS: I do actually like the keyword. I'm just hoping the adapt cards are much more powerful and interesting than Verdant Longneck.
I like it. I don't think it's too much RNG. The choices are mostly on a similar power level so you should in most cases get at least 1 that's good for the situation. There's also not a choice that can simply win you the game out of the blue, like some discover cards (netherspite, drakonid op, kazakus).
It will probably add a second ability but just keep in mind that brann is rotating anyways.
Justicar Trueheart in Rogue?
I do not like this mechanic AT ALL. It is just like tuskarr totemic all over again. You will sometimes get a 5 mana 5/7 or you can get a booty bay bodyguard. It is still a roll of the die if you can get a good minion or an unplayable one.
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By the way, Shrouding Mist is Stealth until your next turn. They kinda clarified it on Reddit :P
That makes sense.
Sorry about my exaggeration (I tend to do that a lot) I guess the statistical chance of getting a terrible minion out of it is extremely low because most of the adapt abilities seem alright (Similar to Finley you are actually likely to get the power you want). I am just getting tired of random mechanics in Hearthstone which has been putting me off the game.
That makes sense.
Sorry about my exaggeration (I tend to do that a lot) I guess the statistical chance of getting a terrible minion out of it is extremely low because most of the adapt abilities seem alright (Similar to Finley you are actually likely to get the power you want). I am just getting tired of random mechanics in Hearthstone which has been putting me off the game.
Oops, posted twice
I agree, it IS one of the weakest mechanics, but there's no way of absolutely balancing it all. Permanent stealth would be to imba, one turn stealth is usually too weak. I guess you win some, you lose some, if you want a benefit, there's risk included. Kinda sounds reasonable to me, and, all in all, an interesting mechanic.
[cardMedivh[/card]
The Deathrattle: draw a card, idea isn't bad I think that we do need efficient card draw now that Azure Drake will be out
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spell damage instead of +1/+1 wouldve been a lot nicer