Dormant cards are weird. I've played a game where Mecha'thun still triggered even with a dormant Lucentbark on board. That would mean that Lucentbark does not count as an entity on the board. It might just be some un-updated coding though, since other dormant cards seem to count towards a full board, as others have said.
Would the effect trigger even if two of the copies are silenced? Play the card and hope it doesn't die, then play Unsleeping Soul on it and drop another copy. Now you have 3 copies but two of it are silenced.
If it does work, will it still do 15 damage or just 5 from the unsilenced one?
I was thinking of a way to utilize both Mage quests in the late game. Say you play Raid the Sky Temple first; complete it and generate more spells with either the new hero power or spell generating cards like Mana Cyclone. Then play Open the Waygate if you luckily pull it early enough; complete it so now you have a bunch of spells and that extra turn. Play more spell-generation if necessary. Reduce their cost with 1 or 2 Leyline Manipulator. Slap Malygos down and unleash discounted damage spells. If you're opponent is still alive, pray that you have Pyroblast. I don't know, I'm not the best at deckbuilding and Mage has limited defense and healing to last through the late game.
It seems like the quests are related to legendaries from RoS so:
Priest : Play x amount of cards that didn't start in your deck; Reward: Add a card from your opponent's class to your hand (relates to Madame Lazul, support for Princess Talanji)
Rogue: Play x amount of Lackeys; Reward: Shuffle a minion into your deck (Single target removal, support for Tak Nozwhisker)
Warrior: Shuffle x amount of bombs into your opponent's deck; Reward: absolutely no idea (Warrior already has 4 other hero powers from the Dr. Boom hero card, so surprise us Blizzard)
The "good guys" are harder to predict since we haven't seen the cards for each hero
Paladin: Play x amount of 1-cost cards; Reward: At the end of your turn, add a Murloc to your hand (Paladin has been getting a 1-drop archetype with Prince Liam, Secrets, Crystology, and they're reintroducing Sir Finley - an original 1-drop)
Mage: Play x amount of spells; Reward: For the rest of the game, have x Spell Damage (Mage is becoming more spell-focused, they buffed Unexpected Results so maybe more Spell Damage support?)
Hunter: no clue; Reward: For the rest of the game, your mechs have Magenetize or After you cast a spell, add another spell to your hand (Hunter has been getting Mech and Spell support, but for some reason I feel like they're going for a Beast package with Brann)
I haven't read through all the other predictions, so apologies if I repeated some ideas already.
This has meta-breaking potential. I almost thought you couldn't use the hero power and Shudderwock in one turn aside from having Coin, but then I remembered Maiden of the Lake existed.
The amount of face damage Necromechanic + Goblin Bomb will do will be insane. Plus, SN1P-SN4P will make it easier for you to stick a Mech on board to magnetize with.
Support for Hir'eek, the Bat? Yes, please.
Dormant cards are weird. I've played a game where Mecha'thun still triggered even with a dormant Lucentbark on board. That would mean that Lucentbark does not count as an entity on the board. It might just be some un-updated coding though, since other dormant cards seem to count towards a full board, as others have said.
They're subtly telling us they know Wild exists
As someone who relies on Spirit of the Shark + Galvanizer to make Mecha'thun Rogue work, this is a blessing.
Also can't wait to try Hakkar, the Soulflayer in another class other than Paladin or Druid
Well that sucks lol.
Would the effect trigger even if two of the copies are silenced? Play the card and hope it doesn't die, then play Unsleeping Soul on it and drop another copy. Now you have 3 copies but two of it are silenced.
If it does work, will it still do 15 damage or just 5 from the unsilenced one?
I was thinking of a way to utilize both Mage quests in the late game. Say you play Raid the Sky Temple first; complete it and generate more spells with either the new hero power or spell generating cards like Mana Cyclone. Then play Open the Waygate if you luckily pull it early enough; complete it so now you have a bunch of spells and that extra turn. Play more spell-generation if necessary. Reduce their cost with 1 or 2 Leyline Manipulator. Slap Malygos down and unleash discounted damage spells. If you're opponent is still alive, pray that you have Pyroblast. I don't know, I'm not the best at deckbuilding and Mage has limited defense and healing to last through the late game.
It seems like the quests are related to legendaries from RoS so:
Priest : Play x amount of cards that didn't start in your deck; Reward: Add a card from your opponent's class to your hand (relates to Madame Lazul, support for Princess Talanji)
Rogue: Play x amount of Lackeys; Reward: Shuffle a minion into your deck (Single target removal, support for Tak Nozwhisker)
Warrior: Shuffle x amount of bombs into your opponent's deck; Reward: absolutely no idea (Warrior already has 4 other hero powers from the Dr. Boom hero card, so surprise us Blizzard)
The "good guys" are harder to predict since we haven't seen the cards for each hero
Paladin: Play x amount of 1-cost cards; Reward: At the end of your turn, add a Murloc to your hand (Paladin has been getting a 1-drop archetype with Prince Liam, Secrets, Crystology, and they're reintroducing Sir Finley - an original 1-drop)
Mage: Play x amount of spells; Reward: For the rest of the game, have x Spell Damage (Mage is becoming more spell-focused, they buffed Unexpected Results so maybe more Spell Damage support?)
Hunter: no clue; Reward: For the rest of the game, your mechs have Magenetize or After you cast a spell, add another spell to your hand (Hunter has been getting Mech and Spell support, but for some reason I feel like they're going for a Beast package with Brann)
I haven't read through all the other predictions, so apologies if I repeated some ideas already.
This has meta-breaking potential. I almost thought you couldn't use the hero power and Shudderwock in one turn aside from having Coin, but then I remembered Maiden of the Lake existed.
The amount of face damage Necromechanic + Goblin Bomb will do will be insane. Plus, SN1P-SN4P will make it easier for you to stick a Mech on board to magnetize with.