Is there any way to manipulate Zeph's outcomes towards a specific outcome? In particular, transform effects. Many times I'd have loved to get a hex or poly (even if the perfect card was a non-zeph one :P), but it's for a small minion, not a big. Is there a size threshold above which transform is given as an option, or is that purely reserved for deathrattles? Can you manipulate towards sap if there's something like a barnes played by the opp? Am I right in thinking that Zeph can't factor in stuff like the hunter Q reward of spells refreshing HP?
Zeph has a bit of a blind spot when it comes to certain deathrattles. He doesn't always know when you want to transform the enemy.
I think the best thing you can do is manipulate your mana so it lines up with 4 after you play him, to give yourself the best chance of getting it. But otherwise, you gotta hope he ate his brain flakes that morning.
Also, if it's a small minion, you could also try to lower your mana to 3 to get Shadow Madness, if there's something else to trade into, that is.
Ooh, shadow madness, nice idea, thanks - just get to 3 left with something stealable and a target and hope? Mainly thinking for res priest and similar shenanigans. Still not experienced with the fellow - not a fan of singletons in general, so not built up experience - but getting used to his options :) Was suspecting it was deathrattles only for transforms.
Wasn't sure if he took the hunter's refreshing HP into account, since that's public info, and he does take HP into account, as well as presumably stuff like wild pyro. May be too new for him to anyway, tbh.
Wasn't sure if he took the hunter's refreshing HP into account, since that's public info, and he does take HP into account, as well as presumably stuff like wild pyro. May be too new for him to anyway, tbh.
He basically takes a snapshot of the board state, the health total of both players, and all active keywords at the time you play him, and makes the best choices for the situation. He does not know what's in either player's hand, or any synergy outside of normal keywords.
I doubt he would know that your hero power refreshes after using a spell, but if your hero power costs 0 and you can still use it at the time of playing him, he would probably take that into account when calculating a lethal option.
Hmm. Does Zeph have a higher chance of offering more expensive cards as long as you can cast them over more useful tech cards? When my opp has a rogue secret and a 6/1 lifesteal weapon, I expect answers to those rather than the one 2/3 DS minion on the board. Should I have spent mana down to 4 to increase the chance of an ooze (or 1 in this case with 1 durab for the pirate) and hope that I don't get offered just silences and Lord J? That would have involved very bad plays if I'd not been offered the ooze or secret hate, as would going to 6 before Zeph for the secret hate, so I'd be shafting myself if Zeph decides 'Nah, that swashbuckler is terrifying'. Or is it just a big hunk of RNG?
I'd say the biggest factor with Zeph is mana remaining. He will always try to give you something useful that you can play right away.
I guess if there are multiple problems on the board he might get confused as to which one is worse, but leaving yourself with 1 or 2 mana to deal with the weapon would probably have been the best play to give yourself a better chance of getting it.
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Is there any way to manipulate Zeph's outcomes towards a specific outcome? In particular, transform effects. Many times I'd have loved to get a hex or poly (even if the perfect card was a non-zeph one :P), but it's for a small minion, not a big. Is there a size threshold above which transform is given as an option, or is that purely reserved for deathrattles? Can you manipulate towards sap if there's something like a barnes played by the opp? Am I right in thinking that Zeph can't factor in stuff like the hunter Q reward of spells refreshing HP?
Zeph has a bit of a blind spot when it comes to certain deathrattles. He doesn't always know when you want to transform the enemy.
I think the best thing you can do is manipulate your mana so it lines up with 4 after you play him, to give yourself the best chance of getting it. But otherwise, you gotta hope he ate his brain flakes that morning.
Also, if it's a small minion, you could also try to lower your mana to 3 to get Shadow Madness, if there's something else to trade into, that is.
Transform reserved for dr. Because remove a minion is better than leave 1/1 or 0/1 minion. Zeph doesn't know anything about synergies.
If you need to transform a small minion, guide Zeph for Shadow Madness
Ooh, shadow madness, nice idea, thanks - just get to 3 left with something stealable and a target and hope? Mainly thinking for res priest and similar shenanigans. Still not experienced with the fellow - not a fan of singletons in general, so not built up experience - but getting used to his options :) Was suspecting it was deathrattles only for transforms.
Wasn't sure if he took the hunter's refreshing HP into account, since that's public info, and he does take HP into account, as well as presumably stuff like wild pyro. May be too new for him to anyway, tbh.
He basically takes a snapshot of the board state, the health total of both players, and all active keywords at the time you play him, and makes the best choices for the situation. He does not know what's in either player's hand, or any synergy outside of normal keywords.
I doubt he would know that your hero power refreshes after using a spell, but if your hero power costs 0 and you can still use it at the time of playing him, he would probably take that into account when calculating a lethal option.
Hmm. Does Zeph have a higher chance of offering more expensive cards as long as you can cast them over more useful tech cards? When my opp has a rogue secret and a 6/1 lifesteal weapon, I expect answers to those rather than the one 2/3 DS minion on the board. Should I have spent mana down to 4 to increase the chance of an ooze (or 1 in this case with 1 durab for the pirate) and hope that I don't get offered just silences and Lord J? That would have involved very bad plays if I'd not been offered the ooze or secret hate, as would going to 6 before Zeph for the secret hate, so I'd be shafting myself if Zeph decides 'Nah, that swashbuckler is terrifying'. Or is it just a big hunk of RNG?
I'd say the biggest factor with Zeph is mana remaining. He will always try to give you something useful that you can play right away.
I guess if there are multiple problems on the board he might get confused as to which one is worse, but leaving yourself with 1 or 2 mana to deal with the weapon would probably have been the best play to give yourself a better chance of getting it.