Just recently, goblin technological creations once again took over the Hearthstone Inn. Magnetism, magnetism, magnetism again...or maybe the new Omega energy in the later deck, as well as the mechanical evil that doesn't make sense at all and the legendary spell cards with incredible dramatic effects. This version of Hearthstone's "The Boomsday Project" looks like every previous version... well, more lively than they looked.
If you happened to have casually missed all the information about this cool new version, it doesn’t matter – put on your white coat, follow the steps of this article and adjust your deck, and take a look. Let’s take a look at what the new version has to offer, as well as the new elements that need most attention right now. Of course, if you have opened 83 "Bang Bang Project" card packs like me, before starting the party, tell me how many orange cards you have opened. What I heard was 3? Awesome.
"In "Project Boom", Dr. Boom designed a variety of machines, and they all have magnetic properties! Machines with this new ability can be assembled together with other machines to perform more difficult tasks. ! "
A lot of effort has been spent on explaining the magnet system during the new version's publicity phase: when a follower with the "Magnet" affix is placed on the field, it can be integrated with the mechanical follower by placing it to the left of the mechanical follower. Fighting alone is a new mechanism that was finalized in the early stages of brainstorming and replaces "choice".
Neutral King's Blessing: Mechanical Limited Edition
But this new mechanism also brings many new elements: when the "Magnetic" follower is fused, it can be regarded as a BUFF card similar to "King's Blessing". The effect is the current figure of the Magnet follower and the attached affixes. Completely attached to the fused body, but in fact this combination is not counted as a spell, so it will not trigger the battle cry effect of Lenitha Flamewound.
Since the Magnetic minion is not considered a spell, will it be considered a minion when it comes off the field, thus triggering secret cards such as Mirror Image/Sniper? Of course it is also negative. In fact, the combination process of "magnetism" is so new and special, so at this stage, the opponent has no way to stop a pair of lovers... Well, no, it's two robots that combine to become what they want.
This system has not yet been developed into a special deck in the early version of this group of heroes. In fact, although this "combination" gameplay looks interesting, because the magnetic followers are not counted in the graveyard, it " "Combo" is also a one-off in most situations, preferring to steadily accumulate advantages in minion exchanges rather than creating super dramatic effects. Maybe the Warriors will have a giant titan production plan based on the "Gilded Destroyer"... who knows?
"To ensure that your plans are free from the annoyance of regulators and interference from busybodies, Dr. Boom has assigned the Omega Team to protect the Boom Lab. The elite team has the ability to respond quickly, but only when a specially designed Omega Generator is used. They are at their best when powered by 10 mana crystals."
The meaning of "Omega" followers is very simple. In normal state, they only have the effectiveness of ordinary followers, but when the mana crystal reaches 10 points, they will have super powerful power - simply put, it is a 10-cost pre-emptive strategy. Lose money, make a huge profit after 10 fees. For example, the following three cards are used as examples:
The "Omega" series of cards are actually somewhat similar to the so-called "incentive" cards. Although they are not considered "pseudo curves", in the arena environment, you will not lose money if you throw them out for a fee, but you can get a huge gain for 10 fees. The reward mechanism is more like extra supplies, allowing people to get powerful benefits instantly. To put it bluntly, the word "greed" comes first. This feature is actually very consistent with the rhythm of the arena: in fact, it is difficult for you to get too many Omega cards in one round of grabbing. It is also a good choice to get one and use it as half a monster. .
In applications on this side of the ladder, the "Omega" series of cards currently have the best compatibility with Warriors. They are originally a deck that requires 10 fees to start the game, and Warrior's "Omega Assembly" itself reaches the strength after 10 fees. It's already quite impressive... As for other professions with "Omega", I can only say that these cards are very compatible with this profession, and they are indeed very suitable for their own "plug-in" positioning. In the later stage, they use high-cost creatures and spells. In battle scenarios where the focus is on, it is also very suitable to be used as a lubricant to fill the cost, which can effectively improve the flexibility of the deck - and there is no shortage of performance effects.
"Occasionally, you'll welcome some reluctant participants to help your crazy, well-organized plans! This expansion brings new plan cards that will help both you and your opponents. But Still only one person can win, so you still need to carefully decide all your actions."
Each of the "Plan" spell cards has a powerful power: of course, the side effect is that you must also give your opponent the same effect. But if you carefully consider each plan card, you will find that their effects are more inclined to the needs of the current profession: the most typical one is the Warlock's "Devil Plan". It is extremely easy to carry demon cards with ridiculous negative effects, and cannot be linked with the deck. It also destroys a follower card in disguise. It is difficult for your opponent to be happy about this.
Plan cards actually follow this idea. Except for the mage's plan card, which seems a bit dangerous (but its cost is also the lowest, and it can be used to develop explosive decks), the benefits of other plan cards are actually quite easy to estimate. . Of course, what I can imagine is that planning spells will have a very low capture position in the arena.
"Bang Bang Labs is proud to present the most exciting invention ever: the legendary spell! Each researcher flexed their unique talents and designed a legendary spell - one for each of the nine classes. A legendary spell is an unparalleled existence!"
Judging from my actual experience on the ladder these days, orange spells can be roughly divided into two poles: the "plug and play" universal type represented by druids and warlock spells, and the "BUILD" type represented by mages and thieves. "Core type. The former can be instantly inserted into the existing deck. For example, the new version of the Warlock's Zoo has "Morrigan's Spirit World", and the card draw can become more flexible. And the Rogue orange spell card "Myra's Unstable Element" that was shown during the promotion stage... You see, it is the core spell in the weird set of cards of Mecha'Thun and Bomberman.
A Hearthstone anchor's analysis during the live broadcast was very similar to God K's idea, that is, "it is difficult to build a build with only one orange spell." As a person who is familiar with the odd-even Cavalry deck, as well as the acceptance of Spell Hunter and Zoo From the perspective of a higher mid-range casual player, it is easy to deduce this point of view. But what I want to say here is that the "orange spell" brought in this "Bang Bang Project" may be just the beginning of a new concept, which may very well mean that subsequent version updates will also include more legendary spells. card, and this time the legendary cards do not give people the same feeling of "designated set of cards" as the hero cards of the Frozen Throne. Their form is much better. In terms of the content of the new version, it is actually more benign and more interesting.
You don't want to know what the priest across the street plans to do with it.
In the latest version of the designer interview, there is also a mention of the arena. After a session of Tai Chi, the changes we can finally see are:
1. The additional appearance probability of professional cards has been adjusted from 100% to 50%;
2. The additional appearance probability of spell cards and weapon cards has been adjusted from 75% to 50%;
3. The appearance probability of rare cards and epic cards has been reduced. The 1st, 10th, 20th and 30th card selections will always obtain rare and higher-quality cards, but in other card selections, the chance of rare cards appearing is currently 11%, and the chance of epic cards is 5%.
It should be noted that the above reductions are reductions in the "additional appearance probability", not the appearance probability of these cards themselves. In the previous version, the designers once thought that the arena should be able to better reflect the characteristics of the chosen profession itself, "making the gameplay of each profession unique." But this time they have appropriately shrunk this idea, and it seems that It seems that they want the rhythm of the arena to be more suitable for follower exchange.
There doesn’t seem to be much room for discussion about these fine-tunings. What I want to discuss more is the impact on various professions after the influx of new versions of cards: Magnetism should be the most powerful new affix in the new version of Arena, but it is limited by itself. Mechanics can also make people confused whether to pick in the front grab position. Omega cards will be quite disadvantaged in the early follower exchange. There are too few games that can reach 10 fees in the arena, and it is difficult for them to exert their strong performance. As for the plan card... poof.
The fluctuation of the arena status of this version of the new card should be considered quite small. The number of single cards that can be called "powerful" is very small, and it does not match the glory of the Death Knight hero card at that time.
In fact, in this review of the new version, I really want to share with you the deck I have been using recently. But then I discovered that this was actually a very risky thing, so I gave up (laughs).
You see, I'm being honest: even though we've talked a lot about the new content in this version before and briefly commented on them, in the early days of this version, Gods and Demons' Dance of the Day changed to the top deck of Warring States Chaos. Here, it is difficult for me to tell you "which orange card should I get?" But what I can tell you is that there is a deck that will probably perform quite solidly for a long time to come: Healing Zoo. "Soul Infusion" is a very flexible card. Based on the BUFF of "Prince Kelesas", it further improves the quality of the followers in the Zoo deck. The accompanying healing effect can also well maintain the health of the Warlock himself. The low cost makes it suitable for testing the waters in the early stages of the version.
Wizban definitely knows how to build a deck: you only need 1,600 dust to have 18 preset decks!
In fact, writing this review now, I still feel a little regretful in my heart. In the Witchwood version and the earlier Kobold version, my favorite content is actually the adventure mode with rougelike elements, which not only gives enough challenges, but the randomness also makes it fun to challenge multiple rounds. The single-player mode "Puzzle Laboratory" of the new version of "Project Bang Bang" will have to wait until August 22nd - let's see you in the tavern!