This has been reported before. Many times already (though I think only once in this thread).
The explanation is that Unidentified Contract transforms into another card when it enters your hand, and loses its cost reduction during that transformation (as is standard for all card transformations in hand).
As far as I know there is no public statement on this from Blizzard so it might be that the developers overlooked this and will build an exception in the normal transformation code, or it might be that the designers are aware but consider it “working as intended”.
I’ve just encountered a bug right now. I’m playing Shaman against Marei Loom. It’s the very first encounter. It’s turn 3, but I’m unable to take my turn. The enemy turn never ends. She has 1/2 mana left to spend, but the enemy turn never ends so I can’t do anything to continue the game. I’m about to just concede and start over…
Here is mine:
Another one I encountered was against Gallywix. After Wondrous Wisdomball gave me an extra turn, I played Mark of the Loa and Gallywix didn’t trade it for a coin as if I was on the same turn. He continued trading card for coin normally the turn after that though. Here is the link:
https://www.dropbox.com/s/gzcjl6koe7gmi0k/Hearthstone%202019-06-04%2000-54-29%20%282%29.mp4?dl=0
I have the same problem. I just finished with priest and rogue on act 3 and the crown is still missing, and with mage finished on act 1 and shaman on act 2 , but the crown show in all 3 acts.
I buffed a Ghost light Angler to 4/4 in my first Bob encounter. On my second Bob encounter, I randomly reduced that card’s cost to zero. But when I played the card on turn two of a game, the first copy was a 0-cost 4/4 but the echo copy was a 2-cost 4/4. I assume this isn’t intended, particularly as I have heard players talk about 0-cost Sound the Bells being a one card win condition.
Echo adds another copy to your hand, it’s not the original spell. The 0-cost Sound the Bells is with a treasure that discounts the left card with 2.
Played ol’ toomba in wing 5 as the 8th boss. It was anomaly mode with double death rattle. I vanish 5 boom bots, and it triggered their death rattle. Needless to say that it hurt so much my game that I lost… This isn’t intended, right?
Depends. How many cards were in your opponent’s hand?
Maximum hand size is 10 cards. Vanishing minions into a full hand will instead destroy them. And when a minion is destroyed, its deathrattle triggers.
So the intention for discounted echo cards (when hard discounted through Bob, not the leftmost discount treasure) is that echo copies will be fully costed?
I know it’s already on the list of known bugs, but I’d like to (re)report the bug of the Doppelgangsters not retaining their buffs from the tavern encounters in the solo adventure The Dalarian Heist.
Since it was already known from the 21st of May, I just wanted to remention it and say that it is still in the game.
Hope that il’ll get patched soon
As far as I know, that is not the case.
I have seen multiple clips (and personally experienced in one of my own runs) where Swamp queen’s Call: (Spell, 2 Mana - Transform your minions into random Legendary minions. Repeatable this turn.) was reduced to zero and could then be repeated endlessly.
It could be that under the covers the mechanics of “Repeatable this turn” and “Echo” are implemented differently.
So something interesting happened to me. I was disconnected during a run, and didn’t think anything of it. I just reconnected and intended to continue as normal only to find out that Magistrix Norroa who has the Hero passive that give you a set amount of time to play still continues even if you DC just as a normal ladder match would. So as it goes, my run was over as a couple of turns had already aspired as i got back to the game. Don’t know what others think but if you play singleplayer i think a match should be frozen if you leave it in some way. Of course it doesn’t matter in ANY other match as you have infinite time in them, but as it happens, it was in the only time restricted match in the entire game and i think it should be programmed differently if possible, but thats just my opinion.
I recently encountered an interesting bug during the Violet Hold on (Heroic)
- When using the Shaman’s alternate Hero Power Refresh - "Draw a Card. Overload: (1). " & having card draw mechanics such, as Wilfred Fizzlebang, the card cost will NOT be adjusted properly.
This is the Charged Devilsaur “issue”. How come Charged Devilsaur isn’t given Rush when clearly that is its intended purpose? Well, because it’s not Rush, it just works in a similar fashion. Swamp Queen’s Call works in a similar fashion as Echo, but it’s not Echo. Echo creates a copy, SQC goes back to your hand until the end of turn to be cast again.
I noticed a bug multiple times with the Innkeepers option to shuffle 2 copies of a selected card into your deck. If you have buffed it before with +2/+2 or with +4/+4 it will show you that it shuffles in the card with the buffed stats but it wont actually do it. If you check your decklist after you only have 1 of the buffed cards and 2 copies of non buffed ones.
The bug here is that the shuffling animation shows 3 buffed copies being put into your deck. It is intended that the card you’re talking about (The Gang’s All Here!) shuffles 3 brand new copies into your deck, and is in the Known Issues sticky.
Hmm… i guess the wording is “add three new copies” but i somehow expected to get the actual card i’m targeting and interpreted the “new” as “additional”.
I recently completed a run as Warlock on Dalaran Heist Chapter 4 on heroic, then quit the game. Now, no matter what class I choose in any class on heroic, it thinks I selected warlock for that chapter
I also have the problem that any Dalaran Heist solo quest only allows me to use the last character type I played (Mage) regardless of the class selected.
Selecting any class in anomoly mode on herioc chapter 1 keeps giving me mage hero powera