Probably because the redemption was still in play when the second mad scientist died, you can't have 2 of the same secret, and you had no other secrets. So the order of events.
1. Redemption in play
2. Mad scientist starts dying.
3. Mad scientist's deathrattle triggers and tries to pull a secret.
4. There's only redemptions, and redemption is in play, so deathrattle fizzles.
5. Mad scientist deathrattle finishes resolving and finishes dying.
6. Mad scientist is dead.
7. There is no secret.
8. His family mourns.
9. The undertaker comes.
10. Too bad he wasn't played before the mad scientist though, missed a buff "that was a mistake"
11. It's ok there are other mad scientists
12. Some of them even like redemption
13. How do you redeem a mad scientist
14. Coupons.
15. I'll stop now it's lunchtime
2
This is simply absurd. By your argument, rock-paper-scissors is a NOT a luck-based game because a player makes a conscious decision to play rock, paper or scissors.
If a player's success is predominantly based on what deck he happens to queue into (because, as you pointed out, a deck that counters aggro will be weak against other decks, and vice-versa), then that is the very definition of randomness.
6
Seriously? Best cards in GvG? The only class card that Control Warrior consistently uses from GvG is Shieldmaiden. Not many are running Iron Juggernaut (there is a thread complaining about it right here: http://www.hearthpwn.com/forums/class-discussion/warrior/25331-so-iron-juggernaut-sucks). The other GvG card that Warrior decks use is Dr Boom, but every control deck runs that now.
If anything, Warrior is probably the one class least changed by GvG.
1
Yeah, with Ragnaros you can clear off the smaller minions to ensure that it hits the targets you want. Can't do that with FL.
1
Usually my best Arena runs are those without legendaries. Those runs where I got 2-3 legendaries, I did pretty badly. I think it is because legendaries screw with your mana curve (they tend to be expensive).
1
Is there really a need for an expansion focused on battlecry minions? We have so many of them already, and plenty came with GvG. What I would like to see are more battlecry counters apart from Nerub'ar Weblord which never sees play. Maybe a beefy minion that suppresses all battlecries while it is on board or one that deals damage to an enemy minion with battlecry each turn. That would give the game a greater layer of complexity because then minions with battlecries will actually have a serious downside that players have to consider instead of just being strictly better than their vanilla counterparts (e.g. Doctor Boom vs War Golem).
I don't think Blizzard will go with beasts, pirates or murlocs. It seems like Blizz's attitude towards these types is to steadily add a few cards each expansion (with dragon being the only exception). It would be boring to base an expansion on a pre-existing minion type and it is more likely that Blizz will create a whole new type for an expansion (like mechs for GvG).
1
The difference is that Hearthstone is a multiplayer game, not a single-player game show. You are rewarded for playing with other people and trying your best with the deck you have, rather than quitting early.
9
Why should you be rewarded for quitting?
3
Pulling off a Shrinkmeister + Cabal combo is harder than you think. Priests tend to lack early game minions so they often have to play Shrinkmeister early without comboing him with anything (or at most reducing an enemy's attack to make a favourable trade). So honestly I don't think you should cut out these cards just because of the possibility of a Shrinkmeister combo.
1
This is terrible advice that makes no logical sense at all. If you craft a legendary in gold, you are guaranteed to waste an extra 1600 mana. If you craft a normal legendary and then open him in a pack later, you have wasted only 1200 mana (since you can dust the legendary you opened). This is even before we consider the vanishingly small odds of actually opening the same legendary in a pack (with so many legendaries in GvG chances are low that you will get the exact same legendary you crafted).
2
There is an in-built catch-up mechanism in Hearthstone - spending cash to buy cards. Just like how in WOW you can spend cash to boost your level 90.
Oh, you meant a free catch-up mechanism? But why should new players be immediately able to compete on the same level of veteran players who have put years of effort into the game?