For example, if Freezing Trap removes the minion which would have been the target of Misdirection, the Misdirection will not trigger, since it no longer has a target. If a Secret removes the specific target for another Secret which was already triggered, the second Secret will not take effect, since it now lacks a target.This can make the order in which Secrets are played extremely significant. ![]() For example, a minion attacking a hunter who has played Misdirection followed by Freezing Trap will be Misdirected before then being returned to the controlling player's hand. Only one Secret can take effect at a time, and multiple activated Secrets will always take effect in the order in which they were played.Multiple Secrets can trigger from a single event, for example a minion attacking the hero will activate all Explosive Trap, Misdirection and Freezing Trap secrets active on that hero at the time.Secrets beyond the 5 limit will activate and take effect normally, and in the correct order. As of January 2015, a bug allows Mad Scientist to place additional different Secrets into play through its Deathrattle, even if this causes the number of Secrets to exceed 5.Mysterious Challenger will not play more than 5 Secrets from your deck. Kezan Mystic also does not allow the player to exceed 5 Secrets. Once this limit is reached, the player will be unable to play further Secret cards. When played directly from the hand, players can have up to 5 different Secrets active at a time.Players are unable to play Secret cards which match one of their active Secrets. Players cannot have more than one copy of the same Secret active at any one time.For further details, see Advanced rulebook#Secrets. On the other hand, Secrets always resolve before the game can end, allowing Secrets such as Eye for an Eye to result in a draw, with both heroes destroyed as a result of the same action. The game then ends with the Stormwind Knight frozen mid-attack, with the second player still at 2 Health, resulting in a win for the second player. The Trap deals 2 damage to the first player, defeating them. ![]() One player sends a Stormwind Knight to attack the enemy hero, thus activating the opponent's Explosive Trap.
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