Damien

Hearthstone Mechanics

Sign in to follow this  

19 posts in this topic

This thread is for comments about our Guide on the mechanics of Hearthstone.

Share this post


Link to post
Share on other sites

Thank you for a superb guide. There are some interesting fact about traps that I noted and that are not in the guide.

1) when Misdirect triggers and forces a minion to attack a hero with a weapon it will take damage and further more interesting - the weapon will lose durability.

2) when Freezing Trap triggers and returns a card with a cost of 9+ mana, it will be impossible to play that card again.

Best regards

Haggis

Share this post


Link to post
Share on other sites

hi, thanks for this article. a couple of things i noticed:

 

 

If you have a Cult Master on the board, and it dies at the same time as another one of your minions, the Cult Master's Deathrattle will be triggered by the death of the other minion (that is to say, you will not draw a card).

Cult Master's ability is not a Deathrattle, and the text seems contradictory...

 

 

 

It is interesting to note that you cannot have more than 1 of each type of totem on the board at the same time. If you have 1 of each type, the Hero Power becomes unusable.

i think there is an exception that if you have a totem in hand (through some means) you can play it even if that toten already exists on your board...

 

 

 

Second of all, the rule is that you can have a maximum of 2 of each card in your deck. This applies to Basic, Common, Rare, and Epic cards. Legendary cards are an exception; for them, the limit is a maximum of 1 per deck.

should probably note that this rule does not apply to Arena decks (though i'm not sure about the "one copy of each Legendary" part. i wonder what the odds are of seeing the same Legendary twice in one draft!)

 

 

 

another effect that can incapacitate minions with Divine Shield is being frozen by spells...

 

 

playing The Coin counts as a spell for cards like Gadgetzan Auctioneer...

 

thanks again!

 

 

Share this post


Link to post
Share on other sites

You could also mention that Druid's Wild Growth card allows you to draw an extra card if you have already 10 Mana crystals.

Share this post


Link to post
Share on other sites

hi, thanks for this article. a couple of things i noticed:

 

Cult Master's ability is not a Deathrattle, and the text seems contradictory...

 

 

i think there is an exception that if you have a totem in hand (through some means) you can play it even if that toten already exists on your board...

 

 

should probably note that this rule does not apply to Arena decks (though i'm not sure about the "one copy of each Legendary" part. i wonder what the odds are of seeing the same Legendary twice in one draft!)

 

 

 

another effect that can incapacitate minions with Divine Shield is being frozen by spells...

 

 

playing The Coin counts as a spell for cards like Gadgetzan Auctioneer...

 

thanks again!

Thank you. I forgot to reply at the time, but I made all the changes you suggested.

 

You could also mention that Druid's Wild Growth card allows you to draw an extra card if you have already 10 Mana crystals.

While I agree with you that it's interesting, I just don't think that it fits into a guide on general mechanics. If it extended your mana crystals to 11, that might be relevant to the crystal limit. I appreciate the idea though!

Share this post


Link to post
Share on other sites

Guide says "Secrets are generally triggered during the opponent's turn" but if I'm not wrong they can only be activated during the opponent's turn and are inactive during yours.

Great guys for beginners though.

Share this post


Link to post
Share on other sites

Yeah that's a remnant from the time the guide was written, Secrets used to be able to activate on your own turn, but Blizzard changed it in a patch.

Share this post


Link to post
Share on other sites

I am a brand new player not only to Hearthstone but to card games in general and I was reading intently to gain some insight. As such, I was very impressed with the clear, concise, and complete information you have provided. Excellent job with all your guides!

 

However, I believe I did find one inconsistency but since I'm not sure, I'll pose a question instead of declaring an error.

 

 

 

8.2. Maximum Minions on Board 
...There is no way to dismiss your own minions, so if you are in such a situation, the only way to make room is to wait until your opponent kills one of your minions, or to kill it yourself...

 

 

2.15. Returning Minions to Hand

Several cards and effects in the game cause a minion to be returned to its owners hand...

 

My question is, when you have placed the maximum number of minions on the board, is it possible to return a minion to your hand in order to free a space on the board for a new minion?

Share this post


Link to post
Share on other sites

It depends on the effect you are using. Shadowstep is a spell that returns a minion to your hand, which you are free to use when you have a full board. However, Youthful Brewmaster is a minion that returns a minion to your hand, and requires a free space on your board to be able to play it.

 

Prior to GvG Shadowstep was the only non-minion effect that could achieve this and it is a Rogue exlusive card, so I can understand why the statement was made the way it was for clarity, since GvG, another card, Time Rewinder was introduced that does the same thing, so the statement is now a little misleading.

Share this post


Link to post
Share on other sites

This may have been answered somewhere else on this site and if it has, I apologize, but can you explain the difference technically between Immunity and Divine Shield when it comes to a minion?

 

Do they not do the exact same thing? Also, there is a weapon that states "Hero is immune while attacking", does this mean the hero will not take damage from a minion when using that weapon? Thanks

Share this post


Link to post
Share on other sites

Thanks for this guide. I recommend adding a rule to the section about secrets: secrets are activated in the order in which they were played.

Share this post


Link to post
Share on other sites

This may have been answered somewhere else on this site and if it has, I apologize, but can you explain the difference technically between Immunity and Divine Shield when it comes to a minion?

 

Do they not do the exact same thing? Also, there is a weapon that states "Hero is immune while attacking", does this mean the hero will not take damage from a minion when using that weapon? Thanks

 

Immune means the minion is untargetabble and will not take any form of damage from any attack, Divine Shield just absorbs one source of damage.

And yes, Immune Heroes will not take any damage from a minion when attacking.

Share this post


Link to post
Share on other sites

Guide says "Secrets are generally triggered during the opponent's turn" but if I'm not wrong they can only be activated during the opponent's turn and are inactive during yours.

Great guys for beginners though.

 

This is still in the guide, slightly misleading.

Good guide otherwise!

Share this post


Link to post
Share on other sites

On 

2.17. Temporary Versus Permanent Effects, there is a mistake. Master of Disguise card was probably changed from give permanent stealth to until next turn, however the tutorial still states that the effect is permanent. Also when you hoover over the card in the card page it still shows the old card with old effect. Please fix.

Share this post


Link to post
Share on other sites

One thing I think should be noted as a fringe case for taunt is the Forgetful or Clumsy effect (I understand this is not a named mechanic rather a common name for an effect on multiple cards). I'm not deep in the meta so please check me on this but some minions such as Dunemaul Shaman have a 50% chance to attach the wrong target. In such a case they are required to target a taunting minion for the attack but might end up attacking someone else. Very much a fringe case but something I think would be helpful to have captured.

Share this post


Link to post
Share on other sites
7 hours ago, Guest mtn bear said:

One thing I think should be noted as a fringe case for taunt is the Forgetful or Clumsy effect (I understand this is not a named mechanic rather a common name for an effect on multiple cards). I'm not deep in the meta so please check me on this but some minions such as Dunemaul Shaman have a 50% chance to attach the wrong target. In such a case they are required to target a taunting minion for the attack but might end up attacking someone else. Very much a fringe case but something I think would be helpful to have captured.

Those cards are in wild only, and even there, they aren't important or common, so it was decided to keep it under the passive effects section and not to describe it further. Besides, it does what it says on the tin.

  • Like 1

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   You have pasted content with formatting.   Remove formatting

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By L0rinda

      Blizzard's Lead Mission Designer, Dave Kosak, has released a video discussing how Missions will work in Knights of the Frozen Throne.
      Missions are the replacement for Adventures, which everyone will be able to attempt when the new set is released. The idea behind them is to be able to explain the lore behind the cards, without forcing people to do the content who are not interested in it.
      There is a lot of interesting information in the video, but the key takeaway is that there will be an alternate Paladin Hero, Arthas, awarded to anyone who can defeat the Lich King with all nine classes.
      At the end of the video, three more cards are revealed from the upcoming expansion:

      Bolvar is an interesting card in that it will be a 3/7 after it loses its own Divine Shield. This means that it will need to get very little value from its ability in order to be very large indeed. It does feel like a build-around card however, and it might be that Divine Shield Paladin is just not as powerful as current archetypes. There are already plenty of ways to build that style of deck, and none are seeing regular play. I am not sure that Bolvar, Fireblood improves the Divine Shield archetype enough to force it to the forefront.

      Light's Sorrow has some of the same issues that Bolvar has, although it needs to get very few activations over the course of its lifetime to be a playable weapon. I expect this to be tested heavily in the first few days of the new meta.

      Corpsetaker seems like a fun card. It should be easy enough to gain most of the keywords, which will make it a very difficult card to deal with. It should be noted that the keywords are only gained if those words are on the cards remaining in the deck. Depending on how easy it turns out to be to get every keyword onto the card, this could be a reasonable card in slower decks where the Taunt and Lifesteal are relevant.
      For a full list of previously revealed cards, as well as all of the information about the new expansion, check out our Knights of the Frozen Throne expansion hub.
    • By L0rinda

      The twenty-third and twenty-fourth cards have been revealed. Both are Epic minions, one for Hunter and one for Druid.
      At seven Mana, Stitches Archer, or Abominable Bowman Archer has to compete with Volcanosaur for the slot. It also seems that Savannah Highmane does the same thing more reliably.

      (Source: Hearthpwn)
      That being said, there are plenty of Deathrattle options available for N'Zoth, the Corruptor to bring back in Hunter now, and if a slow enough deck can be made to work, this would be a great fit in such a deck.
      Fatespinner
      Fatespinner introduces a new mechanic, which should add an element of intrigue to the game. The lack of disguised information has been a complaint of many players since the dawn of Hearthstone. Fatespinner takes a first step into that world, and if successful as a mechanic, it should add a new layer of complexity and bluff to the game.

      As for the card itself, it has poor stats for its Mana cost, and seems to not have the greatest of effects. However, this is Druid we are talking about, and Druid having the ability to deal 3 damage to all minions, albeit slowly, should not be treated lightly. Sherazin, Corpse Flower was underrated by reviewers in the previous set, and is somewhat similar in that it was hard to assess how much value would be gained from its ability. I feel that this card might see play for the first Deathrattle ability, but more importantly, the very existence of a new secret mechanic should be good for the game as the design team explore it further.
      For a full list of previously revealed cards, as well as all of the information about the new expansion, check out our expansion hub.
    • By Oxygen

      Professor Putricide has been revealed by DDaHyoNi.
      If you've missed any of the previously revealed cards, feel free to check them out on our Knights of the Frozen Throne expansion hub.
      Bring it On!

      This card is quite the surprise, and the second in the set seemingly designed to punish spell-heavy/combo decks. Whether this is viable depends entirely on the meta at hand, of course, but there is intricate synergy at play here between Dirty Rat and Shield Slam; pull a minion out, thus avoiding the downside of reducing its cost, then slam it right in for a mighty 10 damage. Could it also be used to bait board swarms for an impending Brawl? I like it.
      Coldwraith

      Considering mages are very lacking in the 3-drop department, we may be looking at a new mage staple here, especially considering how popular Frostbolt and Primordial Glyph currently are. The revealed mage death knight card also seems to promote the use of Water Elemental, furthering your ability to get value out of the Freeze-related effect. Might Freeze mages even consider running this? Probably, since their game plan is all about... well, Freezing and drawing. Pretty cool card, if I may.
    • By Oxygen

      Naiman_hs just revealed Voodoo Hexxer.
      If you've missed any of the previously revealed cards, feel free to check them out on our Knights of the Frozen Throne expansion hub.
      Voodoo Hexxer

      Water Elemental's big sister, Voodoo Hexxer is very likely to find a place in any control-oriented shaman deck. Along the new weapon, it seems like the shaman class is being pushed towards Freezing. Stat-wise, Voodoo Hexxer is not all that great for cost, but it fulfills its purpose: it's hard to remove, it'll stall decks that rely on swarming, and even works against weapons. In control matchups, Voodoo Hexxer becomes a form of pseudo removal, especially when coupled with the aforementioned weapon.
    • By Oxygen

      Bearshark and Hadronox were just revealed!
      If you've missed any of the previously revealed cards, feel free to check them out on our Knights of the Frozen Throne expansion hub.
      Bearshark

      Houndmaster should probably be renamed to Bearsharkmaster because it curves out just perfectly into an Elusive minion that's going to be difficult to remove. Since hunters don't use spells to buff their own minions, Elusive isn't actually going to be a downside. This seems like it'll make for a solid addition to any hunter deck.
      Hadronox

      The current rendition of Ramp druid runs 5 to 6 Taunt minions, but plays very greedy with cutting long-time staples of the class such as Druid of the Claw. Could this fit the deck? I don't know; Hadronox requires you to have drawn your few Taunters and played them, something Ramp doesn't always get to do by nature. Ramping this minion is actually pretty bad because its Deathrattle simply won't trigger then. Let's see if another Taunt minion ends up being printed for druid; otherwise, I can't say this card will be popular.