Inanimate cards are played like minions, however they have one very important distinction, minions of the inanimate race can't attack. They can't attack if their attack is greater than 0. They can't attack if silenced. They just can't attack. The only way you could get one to attack would be some sort of spell that changes their race to something other than inanimate.
So, things like Walls, Castles, Rivers, Chalices, Orbs, etc... Stuff that still has a function, just never in attacking directly. You might want a card for Ironforge. This would be the perfect way to do it.
Here are a couple walls. I'll try to do the rest tomorrow.
I'll start with Druid. Wall of Thorns is designed to solidify the board once you've gained control. No longer can your defenses be ignored by pyroblasts and such. With this card up, opposing players will be forced to deal with it before killing you.
Next is Wall of Souls. A Warlock card, Wall of Souls is basically a battery for your hero's life. If it starts to run out you can always pop it back into your hand with a youthful brewmaster and cast it again.
The Paladin Wall interlocks with his hero power to provide a stalwart defense.
Rogue is going the other direction. Instead of this wall protecting your hero, it protects your minions.
Mage gets a good old wall of fire. I wanted a keyword Ablaze that did the effect, but, decided just to spell it out instead. This makes mirror image kinda scary.
Hunter gets a more offensive Wall.
Priest one is kinda odd. You can pacify a board with this if luck is on your side, but, when it dies all hell breaks out. I would imagine that the deathrattle on this card is the more useful function. (I would intend the card to only target minions without 'can not attack' but didn't want to use card space to stipulate that)
Shaman takes on a bit of resource denial with their wall.
Lastly, warrior gets a strength in numbers buff. (might need a little balancing)
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I always play ever card that I possibly can before I make the final attack, because as the person above me has also said, the amount of exp you get is based off of how many cards you play and minions you trade. I want as much experience as possible. Once the last of my heroes reach 60, then there will no longer be any purpose to doing this, and I will stop.
If you're just impatient, then concede.
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It would cause soooooo much more trouble than it's worth.
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Kidnapper is so anti-lore. If he were really a kidnapper, he would bring the minion to your hand, not back to the opponent's!
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I don't mean to sound harsh, but "either pay to win or grind to win" is pretty much what almost all free to play games are. The very, very few games that don't follow that standard like LoL, DotA, and TF2 are the exceptions. Everyone is used to this type of model, and that is what everyone already expects, that you can grind out for a while to be competitive for free, or you can pay the developers to get competitive fast and provide funds for further development of the game.
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Looks to be working fine for me. Just click the youtube button and paste in the url of the video page.
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Blizzard has said many, many times that their primary goal in hearthstone is to make players feel like they are making big, epic, cool moves on their turns, which is their main motivation as to why they try to keep the opponent from ruining your upcoming turn. This is why freeze mage got nerfed so fast, because blizzard thought that players just sitting there with all of their minions frozen was boring (which it was).
If your opponent starts destroying the cards in your hand, you're left with less combo pieces for big, game-changing plays, and (in Blizzard's eyes, not mine) the game gets less fun. This is why I strongly believe that blizzard will not be adding in an opponent discard feature any time soon.
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Enrage is not an effect that is applied whenever a minion takes damage. (like Acolyte of Pain) A card is in an "enraged" state if it is not at full health. When the enraged gromash was humiliated, and dropped to 1 attack, it was still enraged. The only way to "re-enrage him" would be to heal him back to full heath to cancel out the enraged state, and then damage him again to apply the enrage buff.
This situation with the faceless is indeed a bug in the programming of faceless copying outside effects (humility) before copying the base card effects (enrage), a bug that Blizzard will eventually fix some time in the distant future in which it becomes more relevant.
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1) Traps can only activate on your opponent's turn
2) Freezing trap can only return a minion to your opponent's hand, hence not activating if they attack with their hero.
3) I can assure you that I have been playing a few secret-heavy decks myself in the past couple days and I have noticed nothing wrong with them. If you explain all of the situations where your secrets 'did not work as intended', then we can help you see why they act that way.
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I disagree with you. I think that it does matter how people participate in a ranked game, and I believe that Blizzard should punish people who are blatantly using unsportsmanlike methods that go against the game's terms-of-service to immorally gain rank.