Doesn't playing Hemet destroy all your burn spells? So if you ever played him you would lose the cards that make malygos worth playing to begin with.
<insertKappa> What made you think it was you OTK-ing them? Concede button kills you in one turn. <insertKappa>
Sarcasm aside, the reason you include Hemet, Jungle Hunter is to be able to draw the cards you need to complete the combo more effectively, as once you will have lethal with Malygos, the rest of the burn cards are getting in the way.
I have random luck when it comes to backing a player for winning.... I chose Pavel for the blizzcon edition, and fr0zen for the Winter HTC.... I mean at least I was a fan of some of Pavel's previous tourney decks.....
The reason "all" is capitalized in Whirlwind is because it is a basic set card, where new players would be, and it is important to be stressed. That is not an inconsistency, but rather a design decision.
As for "Minions", this is a card preview, so it is an error as there are no cases of "Minions".
In addition to the 5 you pointed out, there is also a minion that attacks during the opponent's turn (Dred), hero health above 30 (Amara), permanence (Nether Portal, Crystal Core), and stats that dynamically change depending on whose turn it is (Tar Creeper).
I mentioned permanence (Unremovable); Dred is basically a reactive thing, as attacking implies controlling it, and being reactive on the other player's turn is what secrets do. When you think of mechanics, you have to look at the background that makes it work. Before Tar Creeper, secrets changed depending on whose turn it was (on/off). While it might be a new mechanic for minions, it has been in the game since they changed secrets to only work on the opponent's turn (too lazy to look up when that was). When you look at Amara, her ability isn't any different than Alexstrasza's, just set higher rather than lower. While I am sure they were not as easy to create as their predecessors, I wouldn't think that they would count as whole new mechanic categories, but instead subsections of the categories, branching out.
I think a lot of people are misunderstanding me. Blizzard said regarding Drakonid Operative that they wanted to give dragons one more big push before they rotate out. I just hope they keep supporting Dragon Paladin so that it may yet have its time in the sun.
6. Swamp King Dred is a new mechanic... a minion that attacks during the opponent's turn.
In the small print, yes it is... but that is like saying Elise Starseeker was a new mechanic. Swamp King Dred falls under the "Whenever X, Y" trait mechanic. Another way to think about it is that Dred is a super- Snipe minion. I hope that comparison makes sense.
They are collecting data so they can have real sets to use while developing the code. Molster has said in a thread of mine earlier that the match history will be on Hearthpwn.
You, good person, are an alpha tester so you get incomplete, usually buggy products. If you would rather have a more stable version, it would be in your best interest to uninstall the alpha client launcher and download the beta client launcher
This is true. I have not said that the mechanics would last forever and there are plenty of mechanics that haven't/won't. With the cards that have been released, there is no way to figure out the actual potential power level of the set to see how it would weigh against the rest of the sets. I also did some nerd-researching because I was curious what mechanics came out when for the game. It all seems to be blended together over time.
TGT - minion-comparison conditionals (Joust); Hero Power conditional traits (Inspire); Hero Power modification; buffing minions off-board; discard interactions; [That one mechanic I can't remember, but I'm pretty sure was released here]
(If I can count) That is 27 new mechanics that have been released since launch and only 4 of them will have left standard when Mammoth rolls around (turn kill discount, empty hand conditional, Joust, & Inspire). And let's be honest, those mechanics weren't all that good to begin with. Then there are the mechanics we have been told won't be specifically worked on for the future (Highlander & multi-class). As for the one-offs in the Un'goro set, I would think that is clear: Adapt (themed to the dino), guess-a-card (depending on how well it plays out) and Quests (it is a Journey after all). The previous turn conditional will most likely be the same as the in-hand conditional for dragons; high focus in the initial release, with scatterings of the text later on.
Blizzard is pulling all the stops out of this expansion.... They've introduced 5 new mechanics to the game: Quests, Adapt, Unremovable cards, Guess a card, and conditionals based on previous turns. HOW THE FK WILL THEY MATCH THIS???
I mean... Cool? Good for secret synergy, not so much for murloc synergy since secrets don't really help murlocs. It's a decent body for a standard 2 mana murloc (more than 1 health xD)
0
<insertKappa> What made you think it was you OTK-ing them? Concede button kills you in one turn. <insertKappa>0
I have random luck when it comes to backing a player for winning.... I chose Pavel for the blizzcon edition, and fr0zen for the Winter HTC.... I mean at least I was a fan of some of Pavel's previous tourney decks.....
0
I like my cards... BUT TEH MEMEZZZZ
0
I see no need to knock it back to 20. You don't need a free 8/8 that badly. Dust it if you're that salty about it being nerfed.
0
I got a beast in mah sights
6
The reason "all" is capitalized in Whirlwind is because it is a basic set card, where new players would be, and it is important to be stressed. That is not an inconsistency, but rather a design decision.
As for "Minions", this is a card preview, so it is an error as there are no cases of "Minions".
Calm yo self, guys.
3
0
2
0
They are collecting data so they can have real sets to use while developing the code. Molster has said in a thread of mine earlier that the match history will be on Hearthpwn.
You, good person, are an alpha tester so you get incomplete, usually buggy products. If you would rather have a more stable version, it would be in your best interest to uninstall the alpha client launcher and download the beta client launcher
2
Time to windfury that Savannah Highmane
5
This is true. I have not said that the mechanics would last forever and there are plenty of mechanics that haven't/won't. With the cards that have been released, there is no way to figure out the actual potential power level of the set to see how it would weigh against the rest of the sets. I also did some nerd-researching because I was curious what mechanics came out when for the game. It all seems to be blended together over time.
(If I can count) That is 27 new mechanics that have been released since launch and only 4 of them will have left standard when Mammoth rolls around (turn kill discount, empty hand conditional, Joust, & Inspire). And let's be honest, those mechanics weren't all that good to begin with. Then there are the mechanics we have been told won't be specifically worked on for the future (Highlander & multi-class). As for the one-offs in the Un'goro set, I would think that is clear: Adapt (themed to the dino), guess-a-card (depending on how well it plays out) and Quests (it is a Journey after all). The previous turn conditional will most likely be the same as the in-hand conditional for dragons; high focus in the initial release, with scatterings of the text later on.
6
Blizzard is pulling all the stops out of this expansion.... They've introduced 5 new mechanics to the game: Quests, Adapt, Unremovable cards, Guess a card, and conditionals based on previous turns. HOW THE FK WILL THEY MATCH THIS???
0
O.o WAT. HOW THIS CARD
0
I mean... Cool? Good for secret synergy, not so much for murloc synergy since secrets don't really help murlocs. It's a decent body for a standard 2 mana murloc (more than 1 health xD)