How is that a bug?? Working as intended. To put this simply for your own benefit; It's is like when a rogue has kingsbane with healing - it can attack a minion that puts the hero at negative health but then applies the heal which keeps it alive cause the healing negated the damage taken that if weren't there would have lost that rogue the game. Takes into account all of the variables for the play not just the initial hit.
Working as intended and not a bug in any way. Pretty basic stuff here.
Watch the replay. Certainly a bug.
The Tiny Knight is the only minion at 1 health during the defile. In fact, it was the only minion under 3 health. the wave of Defile "kills" the Knight. At the same time, the Howlfiend discards a card and the Knight gains 1 health. Even though it survives, Defile considers it a kill and it triggers another wave of Defile. This cycle repeats indefinitely, with the Knight alternating between 0 and 1 health, until either the Howlfiend dies or there are no cards left to discard.
So the bug can be simplified as such: Why does a Tiny Knight of Evil at 1 health trigger additional Defile waves when it does not in fact die?
Blizzard is lazy. There is so much unused Potential in this Game. You could basically do awesome Card Designs like that one in the opening Post because in the digital World, there are no boundaries. But they now, just Cards with cheap animations will generate same amount of income with lesser work.
I am eagerly awaiting your card game with superior graphics, card design, 3d modelling, and advanced shaders.
That also performs well on older machines, phones, and tablets across multiple operating systems!
edir: Mods Im so sorry. I didnt realize this was an old post. Im reporting myself for necro please delete
Tier 1 standard decks are about on par with Tier 2 wild decks.
Why isn't wild tiers 2 thru 4 simply comprised of dozens of tier 1 standard decks of the past, you ask? Because they're boring AF and wild is a great place to try fun yet unreliable shit.
10 is better than 8, but unfortunately not possible with Astromancer
Is it ? how about the stargazer on the field if astromancer is your 10th card ? Does it trigger before or after
Triggers before, my best is tyrantys btw
Are you sure Stargazer Luna triggers first? I haven't tried it, but usually the battlecry triggers first since the text says after you play the right-most card, compared to whenever you play the right-most card.
Bliz sometimes puts after when it's whenever or whenever when it's after. An easy test would be to play Luna then Mossy Horror. If it draws a card then the true mechanic is whenever.
Even 10 mana 1/1 with "Start of Game: Draw an extra card" will be played.
This is 100% true, because until you draw that 1/1 naturally, you're ahead of the game. Even if you get it in your starting hand you are no worse off than not including it at all, and it is even a good discard or demonic project target. The only downside is that you'd fatigue 1 turn early.
Due to this interaction, the downside would have to be 1) huge and 2) nigh unavoidable. Example that could be viable after testing and tweaking:
8 mana spell- Start of Game: Draw a card. While this is in your hand, take 4 damage at the end of your turn.
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If your hero power costs 2 in an all even deck, you'd ALWAYS float mana on odd numbered turns. No good.
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I do not own a PC. I only play HS on mobile. My wife and friends are excited about Diablo Immortal.
More platforms available more better.
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I'm actually disappointed they are not inventing original content and instead licensing existing IP.
edit: I counted like 4 people that were formally on the Blizzard HS team. Brode doing some headhunting.
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Wow there's some niche no-name games on that list, as well as stuff over 10 years old.
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I've managed to ignore Ysera for two turns and still pull out a win.
If the king is ignored for two turns you best believe you've lost.
2
Watch the replay. Certainly a bug.
The Tiny Knight is the only minion at 1 health during the defile. In fact, it was the only minion under 3 health. the wave of Defile "kills" the Knight. At the same time, the Howlfiend discards a card and the Knight gains 1 health. Even though it survives, Defile considers it a kill and it triggers another wave of Defile. This cycle repeats indefinitely, with the Knight alternating between 0 and 1 health, until either the Howlfiend dies or there are no cards left to discard.
So the bug can be simplified as such: Why does a Tiny Knight of Evil at 1 health trigger additional Defile waves when it does not in fact die?
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That is a really bizarre bug! Thanks for sharing that.
3
How are you enjoying Artifact?
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That also performs well on older machines, phones, and tablets across multiple operating systems!
edir: Mods Im so sorry. I didnt realize this was an old post. Im reporting myself for necro please delete
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Tier 1 standard decks are about on par with Tier 2 wild decks.
Why isn't wild tiers 2 thru 4 simply comprised of dozens of tier 1 standard decks of the past, you ask? Because they're boring AF and wild is a great place to try fun yet unreliable shit.
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My wife and I bought a few hundred bucks worth of packs two years ago and again last year.
This year no packs. We just don't have the same fervor for Hearthstone we used to.
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Once you learn it, it's both predictable and stupid.
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Bliz sometimes puts after when it's whenever or whenever when it's after. An easy test would be to play Luna then Mossy Horror. If it draws a card then the true mechanic is whenever.
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Good find. However, you'll find your Lynessas are a whole lot weaker without divine shield, +6/+10, and taunt.
Thoughtsteal a Spikeridged Steed and you're all set.
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This is 100% true, because until you draw that 1/1 naturally, you're ahead of the game. Even if you get it in your starting hand you are no worse off than not including it at all, and it is even a good discard or demonic project target. The only downside is that you'd fatigue 1 turn early.
Due to this interaction, the downside would have to be 1) huge and 2) nigh unavoidable. Example that could be viable after testing and tweaking:
8 mana spell- Start of Game: Draw a card. While this is in your hand, take 4 damage at the end of your turn.