Has Zephrys stopped giving secret hate against mages in Wild now? At 6 mana against a mage with a secret and two apprentices, I have the hunter HP unused, they're on two. Zeph gives me three 4-mana spells for popping block and no stuffing secret hate. Flare would be easy lethal there. With no usable 1-mana spells in hand, is there any earthly way to get Zeph to see the blatant path to lethal?
Zeph doesn't know what the secret is. With your remaining mana, he probably did the best he could do. For example, you may have wanted Flare for hero power lethal, but to Zeph, the secret could be Counterspell. SI:7 Infiltrator might have been an option, but not a lethal one, unless, for example, you had 2+ attack weapon equipped. [Edit: thinking about it, maybe if you played Zeph first, instead of Quick Shot, he would have given you an option for Infiltrator.]
(It would be nice if Flare was more frequently an option when secrets are in play, even if you have lots of mana available, but... we know how Zeph works, and just have to play to his strengths and weaknesses.)
Still Zeph should offer you "possibilities" pick one you wanna lethal pick this, you wanna destroy secrets pick this, you wanna remove opponents board or buff yours? Pick this. (in the situation where your opponents has secrets board and is very low health for lethal. He gives you 3 versions of lethal lol.
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"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
Zeph doesn't know what the secret is. With your remaining mana, he probably did the best he could do. For example, you may have wanted Flare for hero power lethal, but to Zeph, the secret could be Counterspell. SI:7 Infiltrator might have been an option, but not a lethal one, unless, for example, you had 2+ attack weapon equipped. [Edit: thinking about it, maybe if you played Zeph first, instead of Quick Shot, he would have given you an option for Infiltrator.]
(It would be nice if Flare was more frequently an option when secrets are in play, even if you have lots of mana available, but... we know how Zeph works, and just have to play to his strengths and weaknesses.)
Could have sworn that I'd seen that Zeph prioritizes secret hate for mage secrets, now I'm seeing stuff that days he doesn't. Ah, well. As for counterspell, flare still kind of removes it by being a spell. Nonpublic info that it's IB, though as that's all that stopped lethal at that point it feels like it should be a consideration, but Zeph's an idiot.
If I'd gone Zeph first into infiltrator, I'd lack mana for lethal. I'd have two mana left afterwards, opp on 5, and one damage spell short on getting to the zero mana HP. Possibly should have gone Zeph and not played infiltrator, holding it for next turn and burning the minions with bite/HP, but feels like odds of flare are higher than odds of the mage not killing me next turn - and without exactly 4 mana remaining Zeph would probably give me stuff like Tirion because Zeph. Opaque mechanics like that are really, really annoying for working out when you should do stuff (not that I had too much choice, I think?). Maybe if I'd blown one of the 2-mana spells and had a 0-mana HP Flare would have been more likely? Can't get to 1 mana remaining, though, so likely just endless 2 mana reach.
If I'm honest, Zeph is probably my biggest crafting regret since... something like GvG? He's useful, but so, so stupid a lot of the time. Occasionally gives lethal, occasionally misses lethal and throws a match, generally gives a 2-mana overcosted boardwipe, and is next to useless against anything with a priest portrait.
Yeah, sadly the turn 8 round maybe should have been Quick Fire (which you did to test Counterspell and managed to get damage from), Bola Shot or Grievous Bite, and then hope that getting to 2 mana is enough to nudge him towards Flare. Still, that was a tilting thing to see, and ultimately lose the game... Fireball, Consecration and Swipe? Wtf.
You need to manipulate your mana to have only one remaining, this way he will offer you options of the same cost, I.e. flare.
Not always manageable, unfortunately. Needed two mana for HP, though could have used Bite to get 0-cost HP (I doubt Zeph is stupid enough to ignore 0-cost HPs, though wouldn't surprise me too much?) and then have probably a higher chance of Flare with 2 mana. My only 1-cost was literally impossible to play - I'll often end up unable to manipulate mana that well, or if I can it's really inefficient and Zeph can still whiff.
If you can at least close the mana gap to 2-mana then your chances of getting Flare increase greatly as it becomes the more effective answer the the present board state. I’m not sure how your replay link works but could you not have cast the 1 or 2 cost spells to manipulate your mana before playing Zeph?
If you can at least close the mana gap to 2-mana then your chances of getting Flare increase greatly as it becomes the more effective answer the the present board state. I’m not sure how your replay link works but could you not have cast the 1 or 2 cost spells to manipulate your mana before playing Zeph?
The replay works if you copy-paste it into a browser. The URL text entry was busted so it's just not a hyper link. Anyways, I attached a screen grab from the replay, specifically at the start of the turn in question.
Per my comment above, it basically comes down to him possibly playing Bola Shot or Grievous Bite after Quick Shot and before Zeph, because the only 1 mana card is unplayable (Play Dead).
If you can at least close the mana gap to 2-mana then your chances of getting Flare increase greatly as it becomes the more effective answer the the present board state. I’m not sure how your replay link works but could you not have cast the 1 or 2 cost spells to manipulate your mana before playing Zeph?
if I'd used Grievious bite first, that'd have been playable - I'd initially missed that that would drop the HP to 0 mana - that was probably the best play, in hindsight, though with 4 remaining and a HP that costs 2 I was confident of flare (and tilted afterwards). Still chance of Zeph being a blithering idiot, though, and offering three 2-mana burn or pings for the remaining minion.
The only 1 mana spell was unplayable - randomly generated from L&L and no deathrattles on board (or in deck, but always zombeasts eventually).
If you can at least close the mana gap to 2-mana then your chances of getting Flare increase greatly as it becomes the more effective answer the the present board state. I’m not sure how your replay link works but could you not have cast the 1 or 2 cost spells to manipulate your mana before playing Zeph?
if I'd used Grievious bite first, that'd have been playable - I'd initially missed that that would drop the HP to 0 mana - that was probably the best play, in hindsight, though with 4 remaining and a HP that costs 2 I was confident of flare (and tilted afterwards). Still chance of Zeph being a blithering idiot, though, and offering three 2-mana burn or pings for the remaining minion.
The only 1 mana spell was unplayable - randomly generated from L&L and no deathrattles on board (or in deck, but always zombeasts eventually).
According to the replay, your heropower was 0 after Quick Shot (you appeared to have completed that stage of the quest) though. Was the replay displaying that incorrectly? All my comments were based on that being true.
If you can at least close the mana gap to 2-mana then your chances of getting Flare increase greatly as it becomes the more effective answer the the present board state. I’m not sure how your replay link works but could you not have cast the 1 or 2 cost spells to manipulate your mana before playing Zeph?
if I'd used Grievious bite first, that'd have been playable - I'd initially missed that that would drop the HP to 0 mana - that was probably the best play, in hindsight, though with 4 remaining and a HP that costs 2 I was confident of flare (and tilted afterwards). Still chance of Zeph being a blithering idiot, though, and offering three 2-mana burn or pings for the remaining minion.
The only 1 mana spell was unplayable - randomly generated from L&L and no deathrattles on board (or in deck, but always zombeasts eventually).
According to the replay, your heropower was 0 after Quick Shot (you appeared to have completed that stage of the quest) though. Was the replay displaying that incorrectly? All my comments were based on that being true.
Huh. I'd got it stuck in my head that it needed one more spell atfer the quick (even at the time), but watching the replay through, Quick was the 4th. Utter goof there, then!
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Has Zephrys stopped giving secret hate against mages in Wild now? At 6 mana against a mage with a secret and two apprentices, I have the hunter HP unused, they're on two. Zeph gives me three 4-mana spells for popping block and no stuffing secret hate. Flare would be easy lethal there. With no usable 1-mana spells in hand, is there any earthly way to get Zeph to see the blatant path to lethal?
[url]https://hsreplay.net/replay/Cpx5tsdN7rTmsAtfbdeJGk#turn=8b[/url]
Zeph doesn't know what the secret is. With your remaining mana, he probably did the best he could do. For example, you may have wanted Flare for hero power lethal, but to Zeph, the secret could be Counterspell. SI:7 Infiltrator might have been an option, but not a lethal one, unless, for example, you had 2+ attack weapon equipped. [Edit: thinking about it, maybe if you played Zeph first, instead of Quick Shot, he would have given you an option for Infiltrator.]
(It would be nice if Flare was more frequently an option when secrets are in play, even if you have lots of mana available, but... we know how Zeph works, and just have to play to his strengths and weaknesses.)
I am 90% sure, if you play a spell more to reduce ur mana, he gives U flare
Still Zeph should offer you "possibilities" pick one you wanna lethal pick this, you wanna destroy secrets pick this, you wanna remove opponents board or buff yours? Pick this. (in the situation where your opponents has secrets board and is very low health for lethal. He gives you 3 versions of lethal lol.
"Minion to minion the basic of all combats, only a fool trusts his win to an OTK"
Could have sworn that I'd seen that Zeph prioritizes secret hate for mage secrets, now I'm seeing stuff that days he doesn't. Ah, well. As for counterspell, flare still kind of removes it by being a spell. Nonpublic info that it's IB, though as that's all that stopped lethal at that point it feels like it should be a consideration, but Zeph's an idiot.
If I'd gone Zeph first into infiltrator, I'd lack mana for lethal. I'd have two mana left afterwards, opp on 5, and one damage spell short on getting to the zero mana HP. Possibly should have gone Zeph and not played infiltrator, holding it for next turn and burning the minions with bite/HP, but feels like odds of flare are higher than odds of the mage not killing me next turn - and without exactly 4 mana remaining Zeph would probably give me stuff like Tirion because Zeph. Opaque mechanics like that are really, really annoying for working out when you should do stuff (not that I had too much choice, I think?). Maybe if I'd blown one of the 2-mana spells and had a 0-mana HP Flare would have been more likely? Can't get to 1 mana remaining, though, so likely just endless 2 mana reach.
If I'm honest, Zeph is probably my biggest crafting regret since... something like GvG? He's useful, but so, so stupid a lot of the time. Occasionally gives lethal, occasionally misses lethal and throws a match, generally gives a 2-mana overcosted boardwipe, and is next to useless against anything with a priest portrait.
You need to manipulate your mana to have only one remaining, this way he will offer you options of the same cost, I.e. flare.
Yeah, sadly the turn 8 round maybe should have been Quick Fire (which you did to test Counterspell and managed to get damage from), Bola Shot or Grievous Bite, and then hope that getting to 2 mana is enough to nudge him towards Flare. Still, that was a tilting thing to see, and ultimately lose the game... Fireball, Consecration and Swipe? Wtf.
Not always manageable, unfortunately. Needed two mana for HP, though could have used Bite to get 0-cost HP (I doubt Zeph is stupid enough to ignore 0-cost HPs, though wouldn't surprise me too much?) and then have probably a higher chance of Flare with 2 mana. My only 1-cost was literally impossible to play - I'll often end up unable to manipulate mana that well, or if I can it's really inefficient and Zeph can still whiff.
If you can at least close the mana gap to 2-mana then your chances of getting Flare increase greatly as it becomes the more effective answer the the present board state. I’m not sure how your replay link works but could you not have cast the 1 or 2 cost spells to manipulate your mana before playing Zeph?
The replay works if you copy-paste it into a browser. The URL text entry was busted so it's just not a hyper link. Anyways, I attached a screen grab from the replay, specifically at the start of the turn in question.
Per my comment above, it basically comes down to him possibly playing Bola Shot or Grievous Bite after Quick Shot and before Zeph, because the only 1 mana card is unplayable (Play Dead).
if I'd used Grievious bite first, that'd have been playable - I'd initially missed that that would drop the HP to 0 mana - that was probably the best play, in hindsight, though with 4 remaining and a HP that costs 2 I was confident of flare (and tilted afterwards). Still chance of Zeph being a blithering idiot, though, and offering three 2-mana burn or pings for the remaining minion.
The only 1 mana spell was unplayable - randomly generated from L&L and no deathrattles on board (or in deck, but always zombeasts eventually).
According to the replay, your heropower was 0 after Quick Shot (you appeared to have completed that stage of the quest) though. Was the replay displaying that incorrectly? All my comments were based on that being true.
Huh. I'd got it stuck in my head that it needed one more spell atfer the quick (even at the time), but watching the replay through, Quick was the 4th. Utter goof there, then!