Behold the might of stormwind

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Targeting Minions can be worthwhile, though, because - as in the original CCG - damage is not reset at the end of each turn, so applying Death of a Thousand Cuts to a large enemy creature is a viable strategy.

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Secrets are your only way to interact with the opponent when it's their turn: they make all the other decisions, being able to target your Minions with their own, or bypass them entirely to hit you in the face. Mana is spent to cast Minions (creatures), Spells (one-shot effects that act directly on the game state), Weapons (which your Player Character wields to deal direct damage, but are breakable), Hero Powers (weak abilities that can be used once per turn), Hero Cards (cards that give you a new, stronger Hero), and Secrets (traps which sit on your character until triggered, typically by something your opponent does). New mana crystals are automatically gained each turn without having to play/sacrifice a card, to a maximum of 10. The game is very streamlined compared to most CCGs.