Hearthstone Quiz – Un’Goro Edition

Hello everyone and welcome to the new installment of the Hearthstone Quiz. If you want to test your knowledge about the game, it’s a perfect place for you. In this article, I will ask you some questions about cards, their mechanics and interactions. I’ll start with the easy questions, but I’ll gradually move to the […]

Introduction

Hello everyone and welcome to the new installment of the Hearthstone Quiz. If you want to test your knowledge about the game, it’s a perfect place for you. In this article, I will ask you some questions about cards, their mechanics and interactions. I’ll start with the easy questions, but I’ll gradually move to the harder and harder. Let’s see how much points you can score in the end.

This time I’ll focus solely on the Un’Goro. It means that every question will have something to do with one of the cards from the latest expansion. Un’Goro is still pretty fresh, so you might discover some of the things you didn’t know before!

I will divide the Quiz questions into 3 difficulties – Easy, Medium and Hard. 4 Questions in each category. If you want, you can count your score! Each Easy question awards 1 point, Medium 2 points and Hard 3 points. It means that you can score up to 4 + 8 + 12 = 24 points. Enjoy!

Difficulty: Easy (1 point)

Question #1 – What happens when you use Aldor Peacekeeper on your opponent’s Tar Creeper (assuming no other buffs/debuffs)?

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Nothing happens, actually. Tar Creeper’s Attack stays at 3, even though it might seem like it should get down to 1. That’s because you didn’t actually debuff anything. Tar Creeper’s Attack is already at 1, so you didn’t do anything. The extra 2 Attack comes from the card’s effect, so in order to stop that, you’d need to Silence the card instead. The interaction works similarly to that between Aldor and Lightspawn – because the latter’s attack is always equal to its health thanks to the effect, it doesn’t matter how much you manipulate his Attack, it still won’t change.

There was a bug early in the expansion where the Tar Creeper’s effect was suppressed by permanent stat changes like Aldor Peacekeeper or Barnes (when it was summoned as the 1/1), but it’s fixed for a while already.

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Question #2  If you play Volcanosaur and get the Taunt adapt, does it count for the Fire Plume’s Heart?

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No, it doesn’t. Only the minions that start with the Taunt keyword in the card’s text count for the Warrior’s Quest. If the minion gains Taunt on the Battlecry, then it’s no longer a Taunt minion. Similarly, when you add a Taunt to a minion that’s already on the board, you didn’t play it as the Taunt minion.

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Question #3  What happens to your Hero Power when you play second copy of Dinomancy (after you already have the Hero Power changed)?

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Your Hero Power refreshes. Unlike a relatively similar card, Shadowform, Dinomancy doesn’t have an “upgraded form” programmed. So the second Dinomancy is basically a very expensive +2/+2 buff, as it costs 4 mana to play the card and then use Hero Power again. Running 2 copies is most likely still best to increase consistency, but don’t expect the second copy to have any serious impact.

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Question #4  What happens when you try to target Swamp King Dred with Big Game Hunter?

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Answer to this question is incredibly easy if you know what order to the effects resolve in. Swamp King Dred attacks a minion only after he’s already resolved and fully on the board. And since Battlecries happen BEFORE the minion fully resolves, it means that any minion will get a chance to throw his Battlecry before Swamp King Dred will attack it. In case of Big Game Hunter, it means that Dred will be dead before 4/2 gets onto the board, so the Hunter Legendary will die and Big Game Hunter will land safely on the board.

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Difficulty: Medium (2 points)

Question #5 – When you play Adaptation on The Voraxx, do you get one or two (separate for the main body and 1/1) Adapt choices?

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You get two separate Adapt choices. Which might seem counter-intuitive with other cards, where you usually pick one Adapt option and it applies to all the targets (e.g. Gentle Megasaur or Evolving Spores, but that’s not the case here. The Voraxx creates a new minion on the board and then a separate instance of the spell is casted on that minion. Unlike the examples I’ve given, you don’t cast 1 spell that Adapts multiple minions – you cast two separate spells that Adapt two separate minions. So you get to choose Adapt for the main body and then for the 1/1 you’ve just created.

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Question #6 – If you play Envenom Weapon on the Death’s Bite, will the Deathrattle clear every minion it damages?

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No, it won’t. But maybe for a different reason than you think. If the effect happened after the first swing, then it would have worked. The thing is, Poisonous tag is attached to the weapon. It means that every damage that weapon deals immediately kills everything, as long as the weapon is there. Death’s Bite’s Deathrattle isn’t counted as the damage dealt by the weapon, because it happens after the weapon is already gone. The Poisonous weapon is already gone by the time you play it.

The interaction between Envenom Weapon and Blade Flurry works in the same way. Which is a bit sad, because that might be the only reason to ever use Blade Flurry.

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Question #7 – Your opponent is as 5 health with a single 1/1 on the board and you play Free from Amber. You can pick between Charged Devilsaur, C’Thun and Ragnaros the Firelord. Which minions have the highest chance to kill the opponent (if any)?

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Charged Devilsaur is the only minion that will always kill the opponent in this scenario. The keyword in the Free from Amber card’s text is “summon” instead of “play”. Minions that are summoned don’t proc their Battlecries when they hit the board. You just get the body and the effects. So let’s look at each of the minions in Question and see what they do.

  • Charged Devilsaur – Since the part about not being able to attack heroes the turn you play it is a Battlecry, it doesn’t apply. Which means that Charged Devilsaur is simply a 7/7 Charge minion in that scenario. You just hit opponent’s Hero and you win.
  • C’Thun – If the Battlecries would proc, it would be exact lethal with 1/1 minion and 5 health opponent. But they don’t. So ultimately, C’Thun is just a vanilla 6/6 and it won’t give you lethal in that scenario.
  • Ragnaros the Firelord – It’s the second best option, because End of Turn effects proc just like they should, Free from Amber doesn’t interact with them in any way. But since there is a 1/1 minion on the board, lethal damage is ultimately up to the 50/50 roll.

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Question #8 – What happens when you use Terrorscale Stalker on Sherazin, Corpse Flower?

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It’s the interaction a lot of pro players have discovered the hard way. A lot of them have thought that it will create a second Sherazin which is in a dormant state. But it wouldn’t make any sense if you just take a moment to read the card’s text. Sherazin’s Deathrattle clearly states “Go Dormant”. He goes Dormant when he dies. So if you trigger that Deathrattle by yourself, it simply… goes Dormant. In other words, Sherazin just dies and you don’t get any extra value out of that interaction.

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Difficulty: Hard (3 points)

Question #9 – You have Grimscale Oracle, Hydrologist and Murloc Warleader on the board. You play Sunkeeper Tarim. What will be the stats of each minion?

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This one is simply the matter of aura buffs carrying over even after the stats are “set” to a given amount. It basically means that +1 Attack from Grimscale Oracle will still affect the Hydrologist and Murloc Warleader, while the Murloc Warleader’s +2/+1 will affect both Grimscale Oracle and Hydrologist. Which means that Grimscale Oracle will be 5/4, Hydrologist will be 6/4 and Murloc Warleader will be 4/3. And obviously, Sunkeeper Tarim will be 3/7, because nothing happens with him.

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Question #10 – You play Mana Bind and then Counterspell. Your opponent plays a spell next turn. What is the outcome?

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Secrets tend to be resolved in the order they were played (there were some slight exceptions in the past, but maybe those were simply bugs). It means that the interaction here depends only on which Secret was played first. Since in this case Mana Bind was played first, once your opponent tries to play the spell, it procs first and you get a free copy. But then, after it resolves, since spell is still there, the second spell-related Secret procs. After you’ve got your free copy of a spell, it gets denied with the Counterspell.

If the Secrets were played in reverse order, the Counterspell would proc first, negating the spell. And since the spell would no longer be there, Mana Bind wouldn’t proc – it would still stay in play, waiting for another spell to happen.

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Question #11 – Paladin plays Primalfin Champion and buffs it with Silvermoon Portal. Then Priest plays Power Word: Shield on it, steals it with Shadow Madness and runs it into another minion to kill it. What spells does each player get back (if any)?

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Paladin gets nothing, while Priest gets Power Word: Shield and Shadow Madness back.

As it turns out, Primalfin Champion “stores” the spells of both players, not only the current owner. But when it dies, it only gives back the spells casted BY the current owner back to him. So it doesn’t matter which player casts spells on him at any point, what matters is under whose control the minion is when the Deathrattle procs.

Player can buff Primalfin Champion minion while it’s on the opponent’s board, then steal it and he would get all his buffs back. Similarly, if somehow Mage would play Frostbolt on a buffed Primalfin Champion (so it wouldn’t die), then somehow gain control over it (e.g. with Sylvanas Windrunner), Mage would get the Frostbolt back.

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Question #12 – You have a minion on the board. You play Getaway Kodo and then Spirit Echo. Your minion dies (on the opponent’s turn). What exactly happens to it?

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The minion will be bounced to hand, once, with Getaway Kodo. In that case, Spirit Echo is completely useless and it will get wasted. Similarly to most of the things in Hearthstone, On Death effects resolve in the order they were played in. Getaway Kodo, even though there is no visual indicator, attaches a sort of “On Death Aura” to your whole board, which disappears when the first minion dies and the Secret resolves. Which means that if you’ve played it first, before Spirit Echo, it will proc first. And since all the buffs are reset when the minion gets back to your hand, Spirit Echo doesn’t get any extra value in that case.

If you’ve played them in a reverse order – first Spirit Echo and then Getaway Kodo, Spirit Echo would proc, returning the minion back to your hand, and Getaway Kodo would still be in play. Spirit Echo would “redirect” a dying minion from the graveyard to your hand. Since there is no longer any minion dying after Spirit Echo resolves, there would be no reason for Getaway Kodo to proc – the minion is already in your hand. So if you ever encounter that interaction, playing Spirit Echo first is most likely the correct order.

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Closing

That’s all folks! I hope that you’ve enjoyed the new quiz with Gadgetzan interactions. Remember about the scoring – 1 point for each Easy question, 2 for each Medium and 3 for each Hard (24 in total). Please share your scores in the comment section!

Remember that some of the weird interactions might not be intended, they might be caused by bugs or they might get messy in some updates and work a bit differently depending on the build. If you’ve encountered that one of the answers isn’t correct, as in the interaction in the game works differently, let me know. A proof would be handy, but not necessary – I can test it myself most of the time.

If you have any questions or suggestions, feel free to leave them in the comment section below. And if you want to be up to date with my articles, you can follow me on Twitter.

Good luck on the ladder and until next time!