To be clear - Burst spells happen instantly, Fast spells (when cast during combat phase) happen before combat resolution. It's exactly the same as when you Mystic Shot an opponent's minion during combat - the Mystic Shot happens before the fight happens, so anything that minion was blocking (or being blocked by) will not be hit by it and will not take damage.
The spells resolved, you took enough damage to lose. Then combat resolution happened.
Honestly a lot of these difficulties would be avoided if Rito had decided to just end a game as soon as someone loses rather than letting animations play out. Personally I prefer it this way since it allows for entertaining end-of-game happenings, but certainly it would lead to fewer people getting confused.
I don't know. A month is longer than Artifact lasted, isn't it?
I mean, maybe I'm wrong. It's been known to happen (rarely :P). But I don't see their published rationale as holding up, so I'm forced to look at alternative views (and, y'know, it's what I'd do in their position, albeit in a different form).
Re: your point on cosmetics, that's pretty much where League's been at for a few years now. Though in my case at least, they sorta shot themselves in the foot; I don't think I've spent anything on League since they made it possible to get skins through regular play (though that may also be due to not playing as much as I once did...).
Ravenous Butcher + Cursed Keeper combo is disgusting.
We're literally talking about a two card combo that puts 7/5 worth of stats out on turn 2. This would be broken in Hearthstone, a game where minions get much more stats for their cost on average.
Butcher should at least cost 1-mana
Yeah I feel like they made most of the Shadow Isles cards that kill your own units undercosted with the idea that killing your own units is a big downside, but then they also gave Shadow Isles a large amount of cards that want to be killed or that want you to kill other stuff. This leads to a situation where overstatted cards with a downside become overstatted cards with an upside.
I get that the whole theme of the Shadow Isles is that they are creepy dudes that keep coming back from the dead but I think they pushed it a bit too far.
If you time Floops Glorious Gloop correctly you can get a major foothold against aggro getting a 15+mana turn. Lots of lackeys about atm and mech paly with minions you can slaughter with any of the aoe spells - can then easily follow up with big minions or draw to find your next wave clear.
Also there's lots of 1 offs in this deck to aid getting dragonqueen alex online earlier, i've duped the strongest cards, and floops gloop is a strong contender for the extra card space.
Also copying the unit that detained another unit with Shady CharacterCardID or Name also has a detained unit but interestingly, Just one of them gives the detained minion back or it was just a bug that I have experienced.
Very interesting indeed. I'd be inclined to argue that this is the intended outcome. It's not 100% logical, but presumably, the idea behind it is that no matter how many times the captor is copied, there's still only 1 captive in existence.
Spells resolve first and only after minions inflict damage.
This is how I always figured it, too. It seems Riot wanted to eliminate the possibility of 'simultaneous' damage as much as possible. Combat strikes ensue in order from left to right, and spells are resolved before units strike in combat. Whatever deals lethal damage first will instantly decide the winner of the match.
Since there are some units that play with 6-cost spells, that creates a nice threshold and having Deny cancel spells that cost 5 or less seems logical. The enemy has their plans thwarted and in most cases you spend 1-2 less than your opponent. It's either that or Deny could have a variable cost that is equal to the cost of the ability it wants to cancel.
Both of these seem like decent options to me, too.
I think Judgment is the strongest card there is currently as if you don't have a counter to it at hand (minion removal or deny) it's going to wreck you always. Not to mention the literal instant win combo with another situationally overpowered card Fiora is disgusting.
Of course the ideal counterplay to this would be to not overextend, but holding back just isn't an option thanks to how Demacian cards are designed to overvalue opponent.
Really wish they went back to the original system of deckbuilding for these adventures with special heroes etc. Sure, we're getting new cards for the adventure this time, which is nice, but the content itself seems, honestly, like a total hackjob. You get a premade experience with specific hero against specific boss, generally just breezing through on a wave of your deck's overpoweredness which you had nothing to do with, and then when heroic comes around, you just grab your best deck or some sort of OTK and kill the boss in one or two goes. No replay value, no fun deckbuilding shenanigans, no amazing new synergies, no treasures, just grab your OP deck of choice and kill everything as if it were ladder. Feels really lackluster, cheap and not worth the asking price compared to adventures, at least in terms of the gameplay you get out of it.
Ravenous Butcher + Cursed Keeper combo is disgusting.
We're literally talking about a two card combo that puts 7/5 worth of stats out on turn 2. This would be broken in Hearthstone, a game where minions get much more stats for their cost on average.
Ah, I see. He got the Crazed Netherwing from Tome of Origination. This makes sense now, thanks for clarification. Feeling like a dummy playing this game since beta and having forgotten about this interaction.
Check this video at 2:06. It has the same interaction.
"It costs 0" does not has the same meaning as "Reduce its cost to 0". One fixes the cost to 0, thus cannot be changed again; while other just reduces it and can be changed.
I've built a more Value oriented version and it works much better.
The non-temporary buffers give a good boost to the self healing units, early control works very well and Anivia + Vlad have lots of late game damage in store.
I haven't seen anyone talk about it but every time someone plays Shark Chariot against me I sigh in annoyance because that's exactly what the card is. It singlehandedly makes every ephemeral unit the opponent plays way better, and if they've played more than one chariot it just gets insanely dumb. It's strength also ties into Hecarim, who I feel like is one of the strongest champions in the game. I think about 8/10 times someone has played Hecarim against me he won the game on the spot because I couldn't handle the army of buffed ephemerals that came out of nowhere.
I also have no idea how to counter Shark Chariot. The only cards I can think of from the top of my head are Detain and recall cards like Will of Ionia, which are all incredibly mana inefficient if used on a Chariot (and they don't even fully remove it).
Blizzard are overcompensating for all the years the couldn't print it because they only had Charge, which was too op.
On one hand Rush is good because it allows for more interesting synergies. Decks no longer rely on having strong removal spells as long as they have decent rush minions.
On the other hand, Rush feels kind of mandatory now. Pretty much any card that plays for tempo needs to have Rush or a battlecry. This is the reason why something like Animated Avalanche performs poorly despite being a huge bundle of stats.
I personally feel like Rush should be more class specific....an alternative way of removal for classes who don't get good spells (such as Hunter and to an extent Warrior)
At this point in the year, just before the rotation, the power level is at max. This shows in all kind of ways; one of them is being able to make decks almost full of rush minions which will make it hard to get some board; luckily enough this is compensated by some insane mana cheating possibilities that are now also possible (in mage we can have a 5-3 or better maybe on turn one for instance).
Patience my friend; after rotation things will be different. For now, just decide on which train you want to be: the rush train, the mana cheat train, the token train or the control train. I am trying to be on the control/OTK train just to try something different; happily pinging opponent face for >10 damage is fun. Especially against hunters :)
And all rush minions are weaker stat-wise than non-rush; most of the time they die when removing your minions so in effect its a removal.
When you know you are up against a rush-machine you can try to 1. protect your minions with a taunt; 2. Increase stats of your board; 3. Have a counter/refill ready; 4. Make sure all your minions have nasty deathrattles (I like that counter a lot).
So in short, I do not think rush has ruined the game; I think rush is a lot better than charge (imagine all those rush dudes had charge!) rush also teams up with reborn (meaning they more or less negate eachother and only speedup trades). I do think the minions that have rush and reborn/deathrattle are a bit OP (the warrior one comes to mind) because they give you two removals for the price of one.
On the other hand, rush solved the 1-drop into 2-drop into 3-drop = free wins Problem from aggro decks. It made contesting the board easier and hence reduces snowball games.
The main problem with Rush are those OP big minions that survive the hit and remain a hughe threat on the board. #Oasis surger when buffed
I also want to add that if you use Purify on the unit that detained an enemy. You can destroy that enemy unit.
Also copying the unit that detained another unit with Shady CharacterCardID or Name also has a detained unit but interestingly, Just one of them gives the detained minion back or it was just a bug that I have experienced.
Very interesting interaction...will take note for future reference, ty for the heads up.
Oh btw how does Mistwraith work? The text says "grant other allied Mistwraiths EVERYWHERE +1/+0"
Does this still apply to a captured Mistwraith? I'm assuming it won't, but I'm not too sure
Spells resolve first and only after minions inflict damage.
You technicaly lost before your opponent so the game has considered the match closed at the time your Nexus was destroyed, regardless of anything that happened after that event.
Boompistol Bully does NOT increase mana cost of cards that have been reduced to 0 mana. Just lost to a 0 mana Crazed Netherwing after double bully effect from reduced cost Shudderwock with doubled battlecry. It should have been 15 mana...
Not ruined the game yet, but it's definitely wrong when a minion-heavy deck can consistently play reactively AND contest the board.
A reactive deck, aka a Control deck, trades board power in order to gain removals.
Now with strong Rush minions, you don't need that anymore: just look at Embiggen Druid, and Galakrond Warrior before that, and Galakrond Shaman before that: all of them are/were abusing stupidly strong Rush minions to gain continuous board swings.
Actually, it is sometimes better to give in initiative, in order to Rush their minions!
Good old Tempo trades is nearly obsolete: just rush from hand...
Wasn't the entire idea of the rush mechanic to replace charge? Reynad's description of the mechanic is spot on in my opinion: "Rush is charge but balanced".
We basically haven't seen a single charge minion since the rush mechanic was introduced (correct me if I'm wrong).
Yes, some of these cards are strong, a little too strong perhaps. But I'd much prefer burst from hand on my board, rather than my face.
I need answers! Why wasn't this game a tie?!!
To be clear - Burst spells happen instantly, Fast spells (when cast during combat phase) happen before combat resolution. It's exactly the same as when you Mystic Shot an opponent's minion during combat - the Mystic Shot happens before the fight happens, so anything that minion was blocking (or being blocked by) will not be hit by it and will not take damage.
The spells resolved, you took enough damage to lose. Then combat resolution happened.
Honestly a lot of these difficulties would be avoided if Rito had decided to just end a game as soon as someone loses rather than letting animations play out. Personally I prefer it this way since it allows for entertaining end-of-game happenings, but certainly it would lead to fewer people getting confused.
Economy throttle actually pointless?
I don't know. A month is longer than Artifact lasted, isn't it?
I mean, maybe I'm wrong. It's been known to happen (rarely :P). But I don't see their published rationale as holding up, so I'm forced to look at alternative views (and, y'know, it's what I'd do in their position, albeit in a different form).
Re: your point on cosmetics, that's pretty much where League's been at for a few years now. Though in my case at least, they sorta shot themselves in the foot; I don't think I've spent anything on League since they made it possible to get skins through regular play (though that may also be due to not playing as much as I once did...).
Best Cards In Legends Of Runeterra?
Yeah I feel like they made most of the Shadow Isles cards that kill your own units undercosted with the idea that killing your own units is a big downside, but then they also gave Shadow Isles a large amount of cards that want to be killed or that want you to kill other stuff. This leads to a situation where overstatted cards with a downside become overstatted cards with an upside.
I get that the whole theme of the Shadow Isles is that they are creepy dudes that keep coming back from the dead but I think they pushed it a bit too far.
If you time Floops Glorious Gloop correctly you can get a major foothold against aggro getting a 15+mana turn. Lots of lackeys about atm and mech paly with minions you can slaughter with any of the aoe spells - can then easily follow up with big minions or draw to find your next wave clear.
Also there's lots of 1 offs in this deck to aid getting dragonqueen alex online earlier, i've duped the strongest cards, and floops gloop is a strong contender for the extra card space.
How does the DETAIN mechanic work exactly?
Very interesting indeed. I'd be inclined to argue that this is the intended outcome. It's not 100% logical, but presumably, the idea behind it is that no matter how many times the captor is copied, there's still only 1 captive in existence.
I need answers! Why wasn't this game a tie?!!
This is how I always figured it, too. It seems Riot wanted to eliminate the possibility of 'simultaneous' damage as much as possible. Combat strikes ensue in order from left to right, and spells are resolved before units strike in combat. Whatever deals lethal damage first will instantly decide the winner of the match.
So, how long is Deny gonna stay at 3 mana?
Both of these seem like decent options to me, too.
The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight
Hearthstone, more like Grammarstone. It's very easy to miss, especially in the heat of a match.
Best Cards In Legends Of Runeterra?
I think Judgment is the strongest card there is currently as if you don't have a counter to it at hand (minion removal or deny) it's going to wreck you always. Not to mention the literal instant win combo with another situationally overpowered card Fiora is disgusting.
Of course the ideal counterplay to this would be to not overextend, but holding back just isn't an option thanks to how Demacian cards are designed to overvalue opponent.
The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight
Really wish they went back to the original system of deckbuilding for these adventures with special heroes etc. Sure, we're getting new cards for the adventure this time, which is nice, but the content itself seems, honestly, like a total hackjob. You get a premade experience with specific hero against specific boss, generally just breezing through on a wave of your deck's overpoweredness which you had nothing to do with, and then when heroic comes around, you just grab your best deck or some sort of OTK and kill the boss in one or two goes. No replay value, no fun deckbuilding shenanigans, no amazing new synergies, no treasures, just grab your OP deck of choice and kill everything as if it were ladder. Feels really lackluster, cheap and not worth the asking price compared to adventures, at least in terms of the gameplay you get out of it.
Best Cards In Legends Of Runeterra?
Ravenous Butcher + Cursed Keeper combo is disgusting.
We're literally talking about a two card combo that puts 7/5 worth of stats out on turn 2. This would be broken in Hearthstone, a game where minions get much more stats for their cost on average.
Butcher should at least cost 1-mana
The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight
Ah, I see. He got the Crazed Netherwing from Tome of Origination. This makes sense now, thanks for clarification. Feeling like a dummy playing this game since beta and having forgotten about this interaction.
The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight
https://youtu.be/nAyrzrE83og
Check this video at 2:06. It has the same interaction.
"It costs 0" does not has the same meaning as "Reduce its cost to 0". One fixes the cost to 0, thus cannot be changed again; while other just reduces it and can be changed.
Transfusion
I've built a more Value oriented version and it works much better.
The non-temporary buffers give a good boost to the self healing units, early control works very well and Anivia + Vlad have lots of late game damage in store.
How does the DETAIN mechanic work exactly?
Well, lets say you play Mistwraith
any and all Mistwraiths are now 2-1
Your opponent then also plays a Mistwraith, they are now both 3-1
You detain your opponents mistwraith into your own mistwraith
He then uses Vile Feast on your mistwraith freeing his detained mistwraith, this counts as summoning the creature, so his mistwraith is now a 4-1
You then respond to that by playing mistwraith, both of your mistwraiths are now 5-1
I haven't played with mistwraith that much but I'm pretty sure this is how this works
Best Cards In Legends Of Runeterra?
I haven't seen anyone talk about it but every time someone plays Shark Chariot against me I sigh in annoyance because that's exactly what the card is. It singlehandedly makes every ephemeral unit the opponent plays way better, and if they've played more than one chariot it just gets insanely dumb. It's strength also ties into Hecarim, who I feel like is one of the strongest champions in the game. I think about 8/10 times someone has played Hecarim against me he won the game on the spot because I couldn't handle the army of buffed ephemerals that came out of nowhere.
I also have no idea how to counter Shark Chariot. The only cards I can think of from the top of my head are Detain and recall cards like Will of Ionia, which are all incredibly mana inefficient if used on a Chariot (and they don't even fully remove it).
Does anyone else feel like rush has ruined the game?
Blizzard are overcompensating for all the years the couldn't print it because they only had Charge, which was too op.
On one hand Rush is good because it allows for more interesting synergies. Decks no longer rely on having strong removal spells as long as they have decent rush minions.
On the other hand, Rush feels kind of mandatory now. Pretty much any card that plays for tempo needs to have Rush or a battlecry. This is the reason why something like Animated Avalanche performs poorly despite being a huge bundle of stats.
I personally feel like Rush should be more class specific....an alternative way of removal for classes who don't get good spells (such as Hunter and to an extent Warrior)
Does anyone else feel like rush has ruined the game?
At this point in the year, just before the rotation, the power level is at max. This shows in all kind of ways; one of them is being able to make decks almost full of rush minions which will make it hard to get some board; luckily enough this is compensated by some insane mana cheating possibilities that are now also possible (in mage we can have a 5-3 or better maybe on turn one for instance).
Patience my friend; after rotation things will be different. For now, just decide on which train you want to be: the rush train, the mana cheat train, the token train or the control train. I am trying to be on the control/OTK train just to try something different; happily pinging opponent face for >10 damage is fun. Especially against hunters :)
And all rush minions are weaker stat-wise than non-rush; most of the time they die when removing your minions so in effect its a removal.
When you know you are up against a rush-machine you can try to 1. protect your minions with a taunt; 2. Increase stats of your board; 3. Have a counter/refill ready; 4. Make sure all your minions have nasty deathrattles (I like that counter a lot).
So in short, I do not think rush has ruined the game; I think rush is a lot better than charge (imagine all those rush dudes had charge!) rush also teams up with reborn (meaning they more or less negate eachother and only speedup trades). I do think the minions that have rush and reborn/deathrattle are a bit OP (the warrior one comes to mind) because they give you two removals for the price of one.
Does anyone else feel like rush has ruined the game?
On the other hand, rush solved the 1-drop into 2-drop into 3-drop = free wins Problem from aggro decks.
It made contesting the board easier and hence reduces snowball games.
The main problem with Rush are those OP big minions that survive the hit and remain a hughe threat on the board. #Oasis surger when buffed
How does the DETAIN mechanic work exactly?
Very interesting interaction...will take note for future reference, ty for the heads up.
Oh btw how does Mistwraith work? The text says "grant other allied Mistwraiths EVERYWHERE +1/+0"
Does this still apply to a captured Mistwraith? I'm assuming it won't, but I'm not too sure
I need answers! Why wasn't this game a tie?!!
Spells resolve first and only after minions inflict damage.
You technicaly lost before your opponent so the game has considered the match closed at the time your Nexus was destroyed, regardless of anything that happened after that event.
The Galakrond's Awakening Hearthstone Adventure Week 3 Cards - Air Battle Over Dragonblight
Boompistol Bully does NOT increase mana cost of cards that have been reduced to 0 mana. Just lost to a 0 mana Crazed Netherwing after double bully effect from reduced cost Shudderwock with doubled battlecry. It should have been 15 mana...
Does anyone else feel like rush has ruined the game?
Not ruined the game yet, but it's definitely wrong when a minion-heavy deck can consistently play reactively AND contest the board.
A reactive deck, aka a Control deck, trades board power in order to gain removals.
Now with strong Rush minions, you don't need that anymore: just look at Embiggen Druid, and Galakrond Warrior before that, and Galakrond Shaman before that: all of them are/were abusing stupidly strong Rush minions to gain continuous board swings.
Actually, it is sometimes better to give in initiative, in order to Rush their minions!
Good old Tempo trades is nearly obsolete: just rush from hand...
Hearthstone Masters Tour Arlington - Decklists, Results & Recap
That's the joke.
Does anyone else feel like rush has ruined the game?
Wasn't the entire idea of the rush mechanic to replace charge? Reynad's description of the mechanic is spot on in my opinion: "Rush is charge but balanced".
We basically haven't seen a single charge minion since the rush mechanic was introduced (correct me if I'm wrong).
Yes, some of these cards are strong, a little too strong perhaps. But I'd much prefer burst from hand on my board, rather than my face.