This is definitely incorrect. The mage hit it for 1 and then T2 I used my Priest heal ability to heal it and it went to a 1/4. He pinged it again and I healed it again and it went to a 1/5. I figured when the5was green I couldn't heal it anymore but then it took more damage and I was able to get it all the way to a 1/9.Not sure what you were doing but you weren't "healing" it with your hero ability. You can only heal up to the max HP. Sounds like you were just buffing it's HP up with things like PW:S or Divine Spirit.
"Restore X health" effects are heals. They heal damage, thus raising current health, but not beyond max health. Example: Priest class ability.So I got into beta this past weekend and have played various decks. I think the one thing I really don't like about this game is the ability to heal a minion well beyond it's original stats.
Example, I have a priest deck and was playing against a mage. T1 the mage arcane missles me for 3dmg. Then I played the OP Northshire Cleric T1 and the mage pings it on his T2. My T2 I heal it and it becomes a 1/4 and I draw a card. I eventually get my Northsire Cleric up to a 1/9 and have draw a boatload of cards off of it.
That has to be the DUMBEST thing I have ever seen in a CCG/TCG. Is this a bug or is this legit?
Now I'm thinking you're just confused. I can't think of a single MTG card that technically heals a creature. You can regenerate it if it would die, you can increase its toughness, you can add damage prevention shields, it will automatically heal to full at the end of each turn, but you can't actually heal damage on demand.I honestly think that is one of the dumbest mechanics ever. No wonder priests are so insanely strong. In MTG, you can heal a creature on the battlefield but you can never heal it beyond it's original toughness unless you've played another card that actually increases it's toughness.
I'm with you, except for the last part.Power Word: Shieldis only 1 mana, but it's a card vs a hero ability."Restore X health" effects are heals. They heal damage, thus raising current health, but not beyond max health. Example: Priest class ability.
"+X health" effects are buffs. They increase max health (and add an equivalent amount of current health), but do not heal damage. Example: Power Word Shield.
+X health spells and abilities are more expensive, for obvious reasons.
If that actually happened, it sounds like a bug. My experience is that the priest ability can only heal to max current health. So a 1/3 could only be healed to 3, or your hero health can only be healed to 30, etc.This is definitely incorrect. The mage hit it for 1 and then T2 I used my Priest heal ability to heal it and it went to a 1/4. He pinged it again and I healed it again and it went to a 1/5. I figured when the5was green I couldn't heal it anymore but then it took more damage and I was able to get it all the way to a 1/9.
I see people saying stuff like this a lot in the thread. Is there some benefit to retiring in the arena before being booted out at 3 losses? Will the rewards be better to retire early? I've always just played until losing 3 games, my best being 6-3 so far.Went 9-2 and 7-2 with druid and warlock decks in arena.
Comparing cards with hero abilities is dodgy, since cards aren't repeatable. You wouldn't play a spell that was 2 mana, deal 1 damage and nothing else, but it's a great hero ability. (Also, PWS is overpowered)I'm with you, except for the last part.Power Word: Shieldis only 1 mana, but it's a card vs a hero ability.
Again, T1 the mage, going first, arcane missles me for 3dmg. My T1 I play the Northsire Cleric (who by the way, should not cost 1 mana.) T2 he uses his Mage ability and pings it for 1. T2 I heal it with the priest heal ability and it went to a 1/4. Eventually, via Priest heals and Holy Nova, I got my Northsire Cleric up to a 1/9.If that actually happened, it sounds like a bug. My experience is that the priest ability can only heal to max current health. So a 1/3 could only be healed to 3, or your hero health can only be healed to 30, etc.
I've heard some talk about ending and arena run at 8 wins vs 9 wins. At 9 wins, you can get a gold card or a second pack, but at 8 wins you can get potentially get more gold. However at 8 wins, you're already going to get enough gold for another arena entry, so I would personally just try for 9 for the second pack / gold card.I see people saying stuff like this a lot in the thread. Is there some benefit to retiring in the arena before being booted out at 3 losses? Will the rewards be better to retire early? I've always just played until losing 3 games, my best being 6-3 so far.
Bug. It does not work like that normally.Again, T1 the mage, going first, arcane missles me for 3dmg. My T1 I play the Northsire Cleric (who by the way, should not cost 1 mana.) T2 he uses his Mage ability and pings it for 1. T2 I heal it with the priest heal ability and it went to a 1/4. Eventually, via Priest heals and Holy Nova, I got my Northsire Cleric up to a 1/9.
Alarm-o-bot swap doesn't trigger battlecry. So you don't really lose much trying that, except having alarm-o-bot in your deck in the first place.Well, if the only thing on your board and hand is Deathwing on turn 3, you probably lose the game if the opponent has a counter. There's the 2/3 neutral snake that kills anything it touches, as well as a number of class spells (Hex, Poly, SWD, Sap, Execute, Naturalize, Equality, Deadly Shot, etc) that can counter that dude with a single card.
Using all your resources to combo out a big creature early on is a classicTimmymove in CCGs, and rarely works competitively unless that creature has a way to protect itself until it can win.
Good point!Alarm-o-bot swap doesn't trigger battlecry. So you don't really lose much trying that, except having alarm-o-bot in your deck in the first place.
I drafted Deathwing the other day because it was like 29th card or so, and I figured, eh, if I'm losing, I could use it as a hailmary. It won me one game like that, guy was chipping at me, then he must have gotten impatient and dropped his entire hand of minions to overwhelm me or some shit, and I deathwinged everything and killed him in 3turns. 4 other games though he sat in my hand doing nothing, but I kinda liked knowing that I still had a potential last resort card. One game I played him as I was losing and it got sheeped so whatever, would have died 2turns later anyway, was against a mage and was already at 8health left with a bunch of 6+mana shit on the board and he still had a bunch of cards in his hand.Well, if the only thing on your board and hand is Deathwing on turn 3, you probably lose the game if the opponent has a counter. There's the 2/3 neutral snake that kills anything it touches, as well as a number of class spells (Hex, Poly, SWD, Sap, Execute, Naturalize, Equality, Deadly Shot, etc) that can counter that dude with a single card.
Using all your resources to combo out a big creature early on is a classicTimmymove in CCGs, and rarely works competitively unless that creature has a way to protect itself until it can win.