Here are a few issues I have seen with the new set. . .
Korrak - Deathrattle “if not honorably killed, resummon. “ Great. Xyrella will resummon this minion even if it was honorably killed. A Monstrous Parrot will not.
Ice Trap - if a spell is returned to an opponent’s hand with Ice Trap, it costs one more. If I play a second ice trap and my opponent plays the same spell next turn, it is returned to their hand and still costs only one more, instead of two more. Either effects stack or they do not. It should cost two more.
Freeze effects - just played a Shaman who played snowball fight. All of his minions were frozen from effects he played the previous turn. His “snowball” hit a few of my minions, and a few of his. The ones that he hit did not stay frozen but “thawed” at the end of his turn. If a frozen minion is hit on a subsequent turn with a freeze effect, it should remain frozen.
This is working fine. Cost changes don’t affect the board. if you Freeze Trap a minion, it gets pkayed, then freezing trapped again, it won’t return to the hand costing 4 more. The cost of a card is reset once it’s played. See devoolving missiles vs any giant and CC vs any giant too.
Also fine. Freeze never stacked. Don’t kn ow why you think it should. By the way, if you freeze a thawed Frozen mammoth, and the opponent plays another fire spell, it will thaw again, for much of the same reasons.
The played spell is not “on the board.” The played spell is in hand. Hearthstone has a long line of issues involving cost. Sometimes it is played cost, sometimes it is cost in your hand, sometimes it is something entirely different.
No, also not fine. Everything else stacks. If you play two deathrattle spells giving the same deathrattle on the same minion (draw a card, resummon this minion etc.) it happens twice.
Think of it this way - if you play Deep Freeze on your turn and freeze my minion, then I play snowball fight on my turn and it hits my frozen minion, the minion should remain frozen until the end of my next turn. Just like if I played snowball fight on my turn with no frozen minions and I was unlucky and it hit my minions, my minions would stay frozen until the end of my next turn. I should not get a benefit because you played something on your turn that froze my minion first.
And card text overrides rules, that is how it is with every CCG. So Frozen Mammoth’s text would override any other rule of the game.
The fact you think it makes a difference does not means it does my dude. The spell has been played, and it’s cost reset. “On the board” is just a word i used for easier understanding, there’s no inconsistency there.
What else stacks? Double silences? We’re veering into crazy talk here, where the game says X is X and Y is Y you say X should be Y. It’s a game rule dude. Freeze don’t stack and cost is reset once the card is played. There’s no inconsistency there.
Every spell. You play a fireball, it does 6 damage. You play a second fireball, it does another 6.
Stacking though is beside the point. If I play a spell that freezes one of my minions, it is frozen until the end of my next turn. Period. End of story. No need to stack anything. It should not be unfrozen at the end of this turn simply because it was previously frozen.
UNLESS it was able to attack on the turn it was frozen and didnt - freeze your OWN charge minion without first attacking and it is able to attack on your next turn.
If the Korrak was not honorably killed, the parrot will summon another one. The inconsistency lies in the fact that an honorably killed Korrak will be summoned by the priest but not by the parrot.
Freeze means, the minion skips its next attack. If you double freeze a minion, it looses its next attack twice, not its next two attacks. In that sense it is similar to divine shield.
The awkward thing is, that freeze doesn’t wear off until after your turn, because that is when your minion has effectively lost it’s attack.
Ice trap: effects don’t stack, the effect is on applied on the base cost of the card. as another example, freeze trap does the same. another clearer is example is skulking geist after an alignment: it will destroy only spells which have a base cost of 1, not spells that were discounted to 1
freeze effects: also normal: the freeze makes the minion miss its next attack. if you freeze a minion which you just played from hand (which is still sleeping) and freeze it, it won’t be able to attack next turn (missing its next attack) and will only be able to attach on the one after. however, if the minion frozen was already awake/able to attack, OR if it’s a rush or a charge minion, it means they will miss their next attack which is THIS TURN, which means next turn they’ll be able to attack
stop whining about the basic rules and whine about questlines
maybe you have more info than us, but afaik freeze is “minion misses next attack”. So what is meant by next attack? if it was already frozen, then a second freeze should, as this thread states, stack the 2nd freeze so that the minion misses the 2nd attack. but again it depends on how this dynamic is coded. imo it should stack. You bring the argument “freeze always worked like this” which is not quite an objective argument.
It’s about as cohesive as satying that in X game, you can jump two times. It’s a game mechanic. What you or me think it should do isn’t important because it isn’t being inconsistent with itself.
Freeze never “stacked” and shouldn’t start now because it was never made to stack, just like any other game mechanic in any other game.
As to your question: the next attack means the next moment this could possibly attack. Usually this lasts for a turn, but not necessarily. If you freeze X, then X loses a turn where it could attack, it unfreezes at the end of said turn. If you stack freezes they all calculate and end at exactly the same turn.
Regarding the frozen Mammoth, once its has thawed once, If frozen again, casting a fire spell does not thaw it a second time (just tested), Which seems like a missed opportunity.