I'm a hunter with 11 hp vs a Rogue with 5. I have a Leokk on the board and he has a Gadgetzan with 2x Cold Blood (so 12 atk?).
It's my turn and I put down in this order: a Freezing Trap and then an Explosive Trap and I hunter's mark his gadgetzan.
His turn he attacks me, the Freezing Trap activates and the Gadgetzan dies (wtf?). Immediately after the Explosive trap triggers (so both traps trigger from that single attack) and he proceeds to Leeroy me taking the game.
Should both traps indeed trigger? Was there another way to play it to be safe vs Leeroy?
On June 19 2014 04:55 phfantunes wrote: Help me understand what happened here:
I'm a hunter with 11 hp vs a Rogue with 5. I have a Leokk on the board and he has a Gadgetzan with 2x Cold Blood (so 12 atk?).
It's my turn and I put down in this order: a Freezing Trap and then an Explosive Trap and I hunter's mark his gadgetzan.
His turn he attacks me, the Freezing Trap activates and the Gadgetzan dies (wtf?). Immediately after the Explosive trap triggers (so both traps trigger from that single attack) and he proceeds to Leeroy me taking the game.
Should both traps indeed trigger? Was there another way to play it to be safe vs Leeroy?
If you used freezing trap first and then explosive, both should not activate on a single attack. Either a bug, or you activated the traps in the wrong order, or something else happened (remember a rogues hero power attack will activate explosive trap, which most will make sure to do before deploying leeroy. So its hard to be safe against it)
Yeah the freezing trap triggered and killed the gadgetzan!! On the history column it showed the gadgetzan attacking, the crossed swords combat symbol, and my hero. After the gadgetzan died from the freezing trap (yeap) the explosive trap triggered.
I should have done it the other way around, with explosive first since it would kill his gadgetzan and the freezing trap would remain there for Leeroy and couldn't be triggered by hero power.
On June 19 2014 10:41 phfantunes wrote: Yeah the freezing trap triggered and killed the gadgetzan!! On the history column it showed the gadgetzan attacking, the crossed swords combat symbol, and my hero. After the gadgetzan died from the freezing trap (yeap) the explosive trap triggered.
I should have done it the other way around, with explosive first since it would kill his gadgetzan and the freezing trap would remain there for Leeroy and couldn't be triggered by hero power.
Was his hand full? That could explain the Gadgetzan "dying"
if an enemy only has 1 of a type of card in his deck (say, Cenarius), is it possible for Thoughtsteal to steal 2 copies of that card?
note: I am asking if 1 Thoughtsteal can steal 2 copies of it, I already know that multiple copies of Thoughtsteal can steal the same unique card several times.
I also know that if the enemy has 2 cards of the same type in the deck then thoughtsteal can copy both, giving you 2 of the same card, I am asking if a singular thoughtsteal can produce 2 copies of the same card when there is only 1 such card in the enemy deck.
also I heard that if you draw enough fatigue cards then you will automatically lose, even if you still have health left, can anyone confirm or debunk this?
On June 19 2014 11:17 Roblin wrote: I think the more interesting question, rather than "how much damage can you deal in a turn?" is "how many turns can someone last?"
if both players cooperate and are as lucky as they need to be, how many turns can both players remain in the game before fatigue kills one of them?
the setup would probably look something like this:
most likely both players have 5 armorsmiths, 1 lorewalker, 1 pyromancer and pass circles of healing back and forth, that equals 350 armor for both players each turn for each player, so 700 armor between each draw, so it feels like if both players stack up early enough and just keep working on it constantly they should be able to last about 1300 turns? I wonder what the exact number is... also wonder if there is a setup that lets both of them get even more armor
That won't work. X number of turns into fatigue you die regardless of HP. I don't know the details but i saw it in a youtube video.
On June 21 2014 06:36 maugfw wrote: If you cast Ancestral Spirit on a minion with charge before if dies, with the resurrected minion be able to attack again?
sure.
edit: @roblin: i just tested it and you get just one card if there is just one left in the deck. so you shouldn't get two copies of the same card with 1 application of Thoughtsteal.
What's the best way to learn about strategy/meta in the game? I know most of the cards, should I read articles, watch more games, study decks, what's the best way I can learn so I can incorporate them into my own decks?
On June 19 2014 10:41 phfantunes wrote: Yeah the freezing trap triggered and killed the gadgetzan!! On the history column it showed the gadgetzan attacking, the crossed swords combat symbol, and my hero. After the gadgetzan died from the freezing trap (yeap) the explosive trap triggered.
I should have done it the other way around, with explosive first since it would kill his gadgetzan and the freezing trap would remain there for Leeroy and couldn't be triggered by hero power.
Was his hand full? That could explain the Gadgetzan "dying"
You're correct! This just happened again and the Gadgetzan died because the opponent had 10 cards on his hand. However it should not be triggering both traps right? Seem like a bug?
e.g. I can play Youthful Brewmaster even if there's no minions on my side (battlecry is ignored) However when i tried to play big game hunter with no minion with 7 and above attack, i can't put him down coz the cursor forces me to choose a minion. Is there a way to play BGH without HAVING to activate the battlecry first?
that's not true. If there is no minion within range of BGH the battlecry is ignored like all others. The problem however is that you can target your own minions with BGH. So most likely you had a minion within range of BGH and the game wanted you to kill your own minion. (useable i.e. to kill a buffed Sylvanas) The wording is different for The Black Knight for example which forces you to choose an ENEMY minion.
On June 19 2014 10:41 phfantunes wrote: Yeah the freezing trap triggered and killed the gadgetzan!! On the history column it showed the gadgetzan attacking, the crossed swords combat symbol, and my hero. After the gadgetzan died from the freezing trap (yeap) the explosive trap triggered.
I should have done it the other way around, with explosive first since it would kill his gadgetzan and the freezing trap would remain there for Leeroy and couldn't be triggered by hero power.
Was his hand full? That could explain the Gadgetzan "dying"
You're correct! This just happened again and the Gadgetzan died because the opponent had 10 cards on his hand. However it should not be triggering both traps right? Seem like a bug?
It didn't. He said he should have done it the other way around because then the ice trap wouldn't't be triggered with hero power. Which means, I can tell with my impressive deduction skills, that it triggered on hero attack and not from the minion getting frozen
On June 20 2014 00:43 Roblin wrote: if an enemy only has 1 of a type of card in his deck (say, Cenarius), is it possible for Thoughtsteal to steal 2 copies of that card?
note: I am asking if 1 Thoughtsteal can steal 2 copies of it, I already know that multiple copies of Thoughtsteal can steal the same unique card several times.
I also know that if the enemy has 2 cards of the same type in the deck then thoughtsteal can copy both, giving you 2 of the same card, I am asking if a singular thoughtsteal can produce 2 copies of the same card when there is only 1 such card in the enemy deck.
also I heard that if you draw enough fatigue cards then you will automatically lose, even if you still have health left, can anyone confirm or debunk this?
On June 19 2014 11:17 Roblin wrote: I think the more interesting question, rather than "how much damage can you deal in a turn?" is "how many turns can someone last?"
if both players cooperate and are as lucky as they need to be, how many turns can both players remain in the game before fatigue kills one of them?
most likely both players have 5 armorsmiths, 1 lorewalker, 1 pyromancer and pass circles of healing back and forth, that equals 350 armor for both players each turn for each player, so 700 armor between each draw, so it feels like if both players stack up early enough and just keep working on it constantly they should be able to last about 1300 turns? I wonder what the exact number is... also wonder if there is a setup that lets both of them get even more armor
That won't work. X number of turns into fatigue you die regardless of HP. I don't know the details but i saw it in a youtube video.
No, you cannot steal 2 cards of the same type with one thoughtsteal in that situation.
And yes, that is correct, there was a video on reddit lately.