Random Hearthstone mode idea #2:
How about a sort of "target match" mode... It plays out just like a regular game, except to kill your opponent you have to have them hit exactly zero health... If a hero drops below zero they gain +15 health on that turn (so if you dealt 5 damage to your opponent when they were on 2 health they would end up still alive with 12 health).... Would make it quite interesting and tricky to try and come up with the specific damage combo to win whilst avoiding it yourself. I guess perhaps it might also require a tweak to the fatigue mechanics; perhaps your deck just refills once it hits zero cards
gotta love hunter traps lol
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gimme that 2dmg ***** I need enrage
75% winrate vs huntard![]()
never thought of that, the secret triggers before the attack. nice
You mean constructed?
gotta love hunter traps lol
![]()
gimme that 2dmg ***** I need enrage
75% winrate vs huntard![]()
That could backfire on u if it's a freezing trap or a missdirect. Dont always assume it's explosive trap although most times it is.
I'm not sure about that being too huge of a backfire
Freezing trap - okay Grom goes up to 10 cost, but you were on at least turn 8 anyway so he's only a maximum of 2 turns away from being played again, and still has charge... You lose a little tempo and your opponent gets some forewarning that you have him in your hand
Mis-direction - he hits you or one of your minions for 4... Unless you have something like a super-buffed Gurubashi or Frothing Beserker it's not going to kill Grom, and will likely result in him being enraged. All in all worse than the freezing trap if it puts him in range for the opponent to easily remove
I'm not sure about that being too huge of a backfire
Freezing trap - okay Grom goes up to 10 cost, but you were on at least turn 8 anyway so he's only a maximum of 2 turns away from being played again, and still has charge... You lose a little tempo and your opponent gets some forewarning that you have him in your hand
Mis-direction - he hits you or one of your minions for 4... Unless you have something like a super-buffed Gurubashi or Frothing Beserker it's not going to kill Grom, and will likely result in him being enraged. All in all worse than the freezing trap if it puts him in range for the opponent to easily remove
Eh thats not really true. Nobody ever plays gromm on 8, hes more of a finisher with taskmaster or whirlwind, which you need 9/10 mana for. Not worth playing just for a 4 damage charge... Same for misdirection, you're going to be hitting for 10, not 4.
Yep, he should be used to finish the opponent and should always clear the class secrets before u summon gromm or it could really play into your opponents hands with a miss play of activating a secret with gromm being summoned onto the field.