Puzzle Time #2: Totem Frenzy! Article: Zelniq Graphics: Shiroiusagi 2013 WCS Europe Puzzle Time #2



Introduction



Wow, Such Might, So Totem



Why Doesn't This Shaman Just Run Hex



Don't Even Attempt This One



Introduction by Zelniq



For today's set, we've something a bit different. The final puzzle here was just way too difficult, so we've decided to make a couple easier and more reasonable versions of it. The first one is different in that the goal is to win before your opponent gets a chance to act, whereas the other two just require you to win the game before you die. Also, for all three puzzles, you're in the same situation except for differences in the opponent's board. If you feel you've got what it takes and are up to the challenge, try the third puzzle first, and see if you can be the first to post the correct solution. Just make sure that your solution does not break any of the rules of Hearthstone. For most people, I just recommend you try them in order. For today's set, we've something a bit different. The final puzzle here was just way too difficult, so we've decided to make a couple easier and more reasonable versions of it. The first one is different in that the goal is to win before your opponent gets a chance to act, whereas the other two just require you to win the game before you die. Also, for all three puzzles, you're in the same situation except for differences in the opponent's board. If you feel you've got what it takes and are up to the challenge, try the third puzzle first, and see if you can be the first to post the correct solution. Just make sure that your solution does not break any of the rules of Hearthstone. For most people, I just recommend you try them in order. Wow, Such Might, So Totem

Difficulty:





Click the screenshot for an enlarged image.

Note: The card images on the sides serve as a reminder of what those minions in play are.



You are Thrall



How do you win before letting your opponent get a chance to act?

Note: If you get stuck, try looking for any way to win at all.



You are, the Shaman, with only 2 life left. Your opponent Anduin, the Priest, has 5 health. Both of you have no cards remaining in your deck, but neither of you has taken any Fatigue damage yet. You've only got your four totems on your side and your opponent has an 8/8 with Taunt. You have 10 mana crystals to your name this turn.How do you win before letting your opponent get a chance to act?Note: If you get stuck, try looking for any way to win at all. Why Doesn't This Shaman Just Run Hex

Difficulty:





Click the screenshot for an enlarged image.



Same situation.. neither of you have any cards left in your deck and neither of you has taken any Fatigue damage. You have 10 mana. However this time he's got a 16/16 Taunter and a 1/7 Taunt.



How can you defeat Anduin before you eventually die?



Same situation.. neither of you have any cards left in your deck and neither of you has taken any Fatigue damage. You have 10 mana. However this time he's got a 16/16 Taunter and a 1/7 Taunt.How can you defeat Anduin before you eventually die? Don't Even Attempt This One

Difficulty:





Click the screenshot for an enlarged image.



You might think you're good at puzzles. Or that they're too easy. Well, good luck. Yes, it is in fact possible. I'll be impressed if anyone posts the correct solution within hours of posting this. Actually I'll just be impressed by everyone who figures out the correct solution on their own.



Same situation as last one (Nobody's taken Fatigue damage, both out of cards, 10 mana).



Win the game.



___



Did you figure out the answers to these puzzles? Post your answers or discuss the problems in the comments below.





You might think you're good at puzzles. Or that they're too easy. Well, good luck. Yes, it is in fact possible. I'll be impressed if anyone posts the correct solution within hours of posting this. Actually I'll just be impressed by everyone who figures out the correct solution on their own.Same situation as last one (Nobody's taken Fatigue damage, both out of cards, 10 mana).Win the game.___Did you figure out the answers to these puzzles? Post your answers or discuss the problems in the comments below. Blame yourself or God

broodbucket Profile Joined July 2013 Australia 66 Posts #2 Oh my god, that last one. I've got no chance without a fully functioning brain, will have to sleep and try tomorrow.

padiseal2 Profile Joined August 2012 Austria 26 Posts #3

+ Show Spoiler + Flametongue between snake and spell damage totem, attack the 8/8, brew Flametongue back, play between the other 2 totems and kill the enemy minion. First one is easy Samsungjackets on twitch || 강민수 화이팅

Chr15t Profile Joined March 2011 Denmark 44 Posts Last Edited: 2013-12-29 12:51:13 #5

+ Show Spoiler +

1. Wild pyromancer

2. Totemic might (Pyro does 1 to everything

3. Ancestial spirit on Pyro (Pyro does one more dmg to everything dies - and resurrects

4. Ancestial Healing on Searing Totem

5. Flame tounge totem in the middle of the totems, do 5 dmg to the Warden.

6. attack with the remaining 2 totems for 4 damage

7. End turn priest takes 1 dmg in fatique

1. Wild pyromancer2. Totemic might (Pyro does 1 to everything3. Ancestial spirit on Pyro (Pyro does one more dmg to everything dies - and resurrects4. Ancestial Healing on(Pyro does another dmg to every minion)5. Flame tounge totem in the middle of the totems, do 5 dmg to the Warden.6. attack with the remaining 2 totems for 4 damage7. End turn priest takes 1 dmg in fatique

The second one

+ Show Spoiler +

1. Youthful brewmaster healing totem

2. Play healing totem again

4. Totemic Might

5. Ancestial Healing on Wrath

6. Play Wild Pyromancer

7. Play Lightwarden

8. Ancestial Spirit on Stoneclaw totem (Pyro does 1 dmg to everything)

9. End turn. (Everything is healed - lightwarden is now at 15 dmg)

10. Priest heals him self, but takes 1 dmg fatique = 6hp

11. Attackes the 2 taunt totems (Stoneclaw resurrects, or The wrath of air totem with AH

12. Priest ends turn.

13. Flametounge totem next to lightwarden

14. Kill the 16/16, Use the rest of the totems to get through the other warden - and pyro + brewmaster to priests face - gg

1. Youthful brewmaster healing totem2. Play healing totem again4.5. Ancestial Healing onof air totem6. Play7. Play8. Ancestial Spirit on Stoneclaw totem (Pyro does 1 dmg to everything)9. End turn. (Everything is healed - lightwarden is now at 15 dmg)10. Priest heals him self, but takes 1 dmg fatique = 6hp11. Attackes the 2 taunt totems (Stoneclaw resurrects, or The wrath of air totem with AH12. Priest ends turn.13. Flametounge totem next to lightwarden14. Kill the 16/16, Use the rest of the totems to get through the other warden - and pyro + brewmaster to priests face - gg

The last one is .. Wow - not gonna attempt that one :D The first oneThe second oneThe last one is .. Wow - not gonna attempt that one :D Insanity: doing the same thing over and over again and expecting different results.

311311 Profile Joined August 2010 1 Post #6 pyromancer doesn't do 2 damge with the spell power totem out? 311 owns

Hondelul Profile Joined December 2010 122 Posts #7 On December 29 2013 21:21 padiseal2 wrote:

First one is easy

+ Show Spoiler + Flametongue between snake and spell damage totem, attack the 8/8, brew Flametongue back, play between the other 2 totems and kill the enemy minion. First one is easy

Flametongue gives +2 damage, so Taunt is at 8/4 and since your totem die no need to Brewmaster



Mirnaia: Resurrect Flametongue gives +2 damage, so Taunt is at 8/4 and since your totem die no need toMirnaia:

Chr15t Profile Joined March 2011 Denmark 44 Posts #8 On December 29 2013 21:33 311311 wrote:

pyromancer doesn't do 2 damge with the spell power totem out?

Nope Nope Insanity: doing the same thing over and over again and expecting different results.

Derrida Profile Joined March 2011 108 Posts Last Edited: 2013-12-29 12:39:03 #9 @mirnaia, wild pyromancer does not damage heroes. #1 Grubby Fan.

Tal Profile Joined May 2004 United Kingdom 95 Posts Last Edited: 2013-12-29 13:12:24 #10



Solution to the last one.

+ Show Spoiler +



Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)

Play the Wild Pyromancer

Play Totemic Might

Play Youthful Brewmaster

Play the Light Warden. (must be to the left of the taunt totem)

Play the Wild Pyromancer

Play Ancestral Healing Wrath of Air Totem

Play the two wisps on the left side.

Click End turn

(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)

Light Warden is now a 20-2.



Their turn.

They take fatigue damage, dropping to 4.

If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.



Your turn

You take fatigue damage, dropping to 1.

Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.

This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.

Cast Ancestral Spirit

Remaining minions can attack for:

Brewmaster

Pyromancer (5)

Searing (3)

Healing (2)

Wrath



They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue. Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)Play thePlay(everything takes 1 damage from the Pyromancer)Play(to the right of your totems), targeting the pyromancer.Play the Light Warden. (must be to the left of the taunt totem)Play theagain (to the right of the brewmaster).Playon the. activating Light Warden. then everything takes 1 more damage). Many minions are just on 1 HP now.Play the two wisps on the left side.Click End turn(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)Light Warden is now a 20-2.Their turn.They take fatigue damage, dropping to 4.If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.Your turnYou take fatigue damage, dropping to 1.Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.Cast(the target doesn't matter). Opponent's creatures drop to 8 and 6.Remaining minions can attack for:(5)Pyromancer (5)Searing (3)Healing (2)of air (2).They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue.



Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.



EDIT: Apparently this wouldn't work because they would probably be all unsporting and heal themselves....

Also they might be objectionable when confronted with my 'play 10 minions' hack.







Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...Solution to the last one.Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.EDIT: Apparently this wouldn't work because they would probably be all unsporting and heal themselves....Also they might be objectionable when confronted with my 'play 10 minions' hack. It is what you read when you don't have to that determines what you will be when you can't help it.

Askh Profile Joined December 2013 Romania 1 Post #11 I assume we can resummon a totem once if it dies,right?



otherwise i see no possible solution to #3. "I'm trying to care, I just can't :("

Derrida Profile Joined March 2011 108 Posts #12



+ Show Spoiler + Play wild pyromancer.

Play totemic might, all totems at 4 health. Pyromancer deals 1 damage to all, totems at 3 health, mogushan at 7 health, pyromancer at 1 health.

Ancestral spirit on pyromancer. Pyromancer deals 1 damage to all, totems at 2 health, mogushan at 6 health, pyromancer dies and resurrects with 2 health.

Ancestral healing on pyromancer. Pyromancer deals 1 damage to all, totems at 1 health, mogushan at 5 health, pyromancer at 1 health.

Flametongue totem in between spell dmg and searing totems. Attack mogushan for 5 damage, mogushan and both totems die.

Now taunt and healing totems are 2/2 with flametongue buff, attack priest for 4 damage, priest at 1 hp, end turn, priest draws 1 damage fatigue and dies. my solution for puzzle 1: #1 Grubby Fan.

Chr15t Profile Joined March 2011 Denmark 44 Posts #13 On December 29 2013 21:41 Tal wrote:

Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...



Solution to the last one.

+ Show Spoiler +



Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)

Play the Wild Pyromancer

Play Totemic Might

Play Youthful Brewmaster

Play the Light Warden. (must be to the left of the taunt totem)

Play the Wild Pyromancer

Play Ancestral Healing Wrath of Air Totem

Play the two wisps on the left side.

Click End turn

(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)

Light Warden is now a 20-2.



Their turn.

They take fatigue damage, dropping to 4.

If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.



Your turn

You take fatigue damage, dropping to 1.

Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.

This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.

Cast Ancestral Spirit

Remaining minions can attack for:

Brewmaster

Pyromancer (5)

Searing (3)

Healing (2)

Wrath



They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue. Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)Play thePlay(everything takes 1 damage from the Pyromancer)Play(to the right of your totems), targeting the pyromancer.Play the Light Warden. (must be to the left of the taunt totem)Play theagain (to the right of the brewmaster).Playon the. activating Light Warden. then everything takes 1 more damage). Many minions are just on 1 HP now.Play the two wisps on the left side.Click End turn(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)Light Warden is now a 20-2.Their turn.They take fatigue damage, dropping to 4.If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.Your turnYou take fatigue damage, dropping to 1.Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.Cast(the target doesn't matter). Opponent's creatures drop to 8 and 6.Remaining minions can attack for:(5)Pyromancer (5)Searing (3)Healing (2)of air (2).They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue.



Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.











Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...Solution to the last one.Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.

You forgot that the priest will heal himself to 6 after the first turn? wouldnt that mess it up? You forgot that the priest will heal himself to 6 after the first turn? wouldnt that mess it up? Insanity: doing the same thing over and over again and expecting different results.

Chr15t Profile Joined March 2011 Denmark 44 Posts #14 On December 29 2013 21:42 Askh wrote:

I assume we can resummon a totem once if it dies,right?



otherwise i see no possible solution to #3.

Correct Correct Insanity: doing the same thing over and over again and expecting different results.

Tal Profile Joined May 2004 United Kingdom 95 Posts #15 On December 29 2013 21:53 Chr15t wrote:

Show nested quote +

On December 29 2013 21:41 Tal wrote:

Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...



Solution to the last one.

+ Show Spoiler +



Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)

Play the Wild Pyromancer

Play Totemic Might

Play Youthful Brewmaster

Play the Light Warden. (must be to the left of the taunt totem)

Play the Wild Pyromancer

Play Ancestral Healing Wrath of Air Totem

Play the two wisps on the left side.

Click End turn

(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)

Light Warden is now a 20-2.



Their turn.

They take fatigue damage, dropping to 4.

If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.



Your turn

You take fatigue damage, dropping to 1.

Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.

This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.

Cast Ancestral Spirit

Remaining minions can attack for:

Brewmaster

Pyromancer (5)

Searing (3)

Healing (2)

Wrath



They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue. Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)Play thePlay(everything takes 1 damage from the Pyromancer)Play(to the right of your totems), targeting the pyromancer.Play the Light Warden. (must be to the left of the taunt totem)Play theagain (to the right of the brewmaster).Playon the. activating Light Warden. then everything takes 1 more damage). Many minions are just on 1 HP now.Play the two wisps on the left side.Click End turn(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)Light Warden is now a 20-2.Their turn.They take fatigue damage, dropping to 4.If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.Your turnYou take fatigue damage, dropping to 1.Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.Cast(the target doesn't matter). Opponent's creatures drop to 8 and 6.Remaining minions can attack for:(5)Pyromancer (5)Searing (3)Healing (2)of air (2).They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue.



Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.











Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...Solution to the last one.Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.

You forgot that the priest will heal himself to 6 after the first turn? wouldnt that mess it up? You forgot that the priest will heal himself to 6 after the first turn? wouldnt that mess it up?



Indeed it would. Does bringing a minion back to life count as healing? If it does then the extra two damage could be found there.

Indeed it would. Does bringing a minion back to life count as healing? If it does then the extra two damage could be found there. It is what you read when you don't have to that determines what you will be when you can't help it.

A1m Profile Joined November 2010 Germany 2 Posts Last Edited: 2013-12-29 13:27:00 #16



Flametongue between searing and healing.



Put down pyromancer and play totemic might. Everyone gets 1 dmg.



Searing attacks the big one does 3 dmg and dies. healing attacks the little one. Now attack with the spelltotem (the left) since searing is dead.



Now play ancestral spirit on the pyromancer, everyone gets 1 dmg, pyromancer dies and returns to board.



Now brewmaster the spelltotem (if you brewmaster the flametongue you wont have enough mana!), so the taunt totem can attack for 2 dmg again.



Now play lightwarden and the spelltotem.



Now play ancestral healing on healing totem. Everyone gets 1 dmg. taunt totem dies. Play a wisp.



The left taunter dies since 3x 2dmg from totems and 3x 1 dmg from pyromancer. The right taunter is at 35 hp, since 3 dmg from searing and 3x pyromancer.



End Turn. Lightwarden Lightwarden



Priest heals himself for 2. He is at 6 now. Your warden gets +2, so 17/2.



Your Turn starts:



attack with the minions next to your flametongue totem, so the dmg you get from flametongue is 6x2=12. You attack with everything but the wisp. 12 + 3 pyro + 3 brew + 17 warden = 35. You kill the taunter. You swing for 3 with your wisp. He is at 3. He gets Fatigue dmg and is at 1. You win this time. The Third one:Flametongue between searing and healing.Put down pyromancer and play totemic might. Everyone gets 1 dmg.Searing attacks the big one does 3 dmg and dies. healing attacks the little one. Now attack with the spelltotem (the left) since searing is dead.Now play ancestral spirit on the pyromancer, everyone gets 1 dmg, pyromancer dies and returns to board.Now brewmaster the spelltotem (if you brewmaster the flametongue you wont have enough mana!), so the taunt totem can attack for 2 dmg again.Now play lightwarden and the spelltotem.Now play ancestral healing on healing totem. Everyone gets 1 dmg. taunt totem dies. Play a wisp.The left taunter dies since 3x 2dmg from totems and 3x 1 dmg from pyromancer. The right taunter is at 35 hp, since 3 dmg from searing and 3x pyromancer.End Turn.Priest heals himself for 2. He is at 6 now. Your warden gets +2, so 17/2.Your Turn starts:attack with the minions next to your flametongue totem, so the dmg you get from flametongue is 6x2=12. You attack with everything but the wisp. 12 + 3 pyro + 3 brew + 17 warden = 35. You kill the taunter. You swing for 3 with your wisp. He is at 3. He gets Fatigue dmg and is at 1. You win this time. www.youtube.com/A1mStarcraft

Chr15t Profile Joined March 2011 Denmark 44 Posts #17 On December 29 2013 21:58 Tal wrote:

Show nested quote +

On December 29 2013 21:53 Chr15t wrote:

On December 29 2013 21:41 Tal wrote:

Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...



Solution to the last one.

+ Show Spoiler +



Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)

Play the Wild Pyromancer

Play Totemic Might

Play Youthful Brewmaster

Play the Light Warden. (must be to the left of the taunt totem)

Play the Wild Pyromancer

Play Ancestral Healing Wrath of Air Totem

Play the two wisps on the left side.

Click End turn

(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)

Light Warden is now a 20-2.



Their turn.

They take fatigue damage, dropping to 4.

If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.



Your turn

You take fatigue damage, dropping to 1.

Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.

This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.

Cast Ancestral Spirit

Remaining minions can attack for:

Brewmaster

Pyromancer (5)

Searing (3)

Healing (2)

Wrath



They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue. Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)Play thePlay(everything takes 1 damage from the Pyromancer)Play(to the right of your totems), targeting the pyromancer.Play the Light Warden. (must be to the left of the taunt totem)Play theagain (to the right of the brewmaster).Playon the. activating Light Warden. then everything takes 1 more damage). Many minions are just on 1 HP now.Play the two wisps on the left side.Click End turn(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)Light Warden is now a 20-2.Their turn.They take fatigue damage, dropping to 4.If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.Your turnYou take fatigue damage, dropping to 1.Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.Cast(the target doesn't matter). Opponent's creatures drop to 8 and 6.Remaining minions can attack for:(5)Pyromancer (5)Searing (3)Healing (2)of air (2).They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue.



Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.











Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...Solution to the last one.Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.

You forgot that the priest will heal himself to 6 after the first turn? wouldnt that mess it up? You forgot that the priest will heal himself to 6 after the first turn? wouldnt that mess it up?



Indeed it would. Does bringing a minion back to life count as healing? If it does then the extra two damage could be found there.

Indeed it would. Does bringing a minion back to life count as healing? If it does then the extra two damage could be found there.



Have not tested that :D Have not tested that :D Insanity: doing the same thing over and over again and expecting different results.

A1m Profile Joined November 2010 Germany 2 Posts #18 On December 29 2013 21:41 Tal wrote:

Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...



Solution to the last one.

+ Show Spoiler +



Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)

Play the Wild Pyromancer

Play Totemic Might

Play Youthful Brewmaster

Play the Light Warden. (must be to the left of the taunt totem)

Play the Wild Pyromancer

Play Ancestral Healing Wrath of Air Totem

Play the two wisps on the left side.

Click End turn

(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)

Light Warden is now a 20-2.



Their turn.

They take fatigue damage, dropping to 4.

If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.



Your turn

You take fatigue damage, dropping to 1.

Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.

This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.

Cast Ancestral Spirit

Remaining minions can attack for:

Brewmaster

Pyromancer (5)

Searing (3)

Healing (2)

Wrath



They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue. Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)Play thePlay(everything takes 1 damage from the Pyromancer)Play(to the right of your totems), targeting the pyromancer.Play the Light Warden. (must be to the left of the taunt totem)Play theagain (to the right of the brewmaster).Playon the. activating Light Warden. then everything takes 1 more damage). Many minions are just on 1 HP now.Play the two wisps on the left side.Click End turn(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)Light Warden is now a 20-2.Their turn.They take fatigue damage, dropping to 4.If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.Your turnYou take fatigue damage, dropping to 1.Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.Cast(the target doesn't matter). Opponent's creatures drop to 8 and 6.Remaining minions can attack for:(5)Pyromancer (5)Searing (3)Healing (2)of air (2).They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue.



Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.



EDIT: Apparently this wouldn't work because they would probably be all unsporting and heal themselves....



Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...Solution to the last one.Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.EDIT: Apparently this wouldn't work because they would probably be all unsporting and heal themselves....



You overfill your board. Only 7 creatures allowed. And how you get your lightwarden to 20 dmg? This for you would need 9 and a half heals? ;-) You overfill your board. Only 7 creatures allowed. And how you get your lightwarden to 20 dmg? This for you would need 9 and a half heals? ;-) www.youtube.com/A1mStarcraft

Tal Profile Joined May 2004 United Kingdom 95 Posts Last Edited: 2013-12-29 13:11:38 #19 On December 29 2013 22:01 A1m wrote:

Show nested quote +

On December 29 2013 21:41 Tal wrote:

Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...



Solution to the last one.

+ Show Spoiler +



Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)

Play the Wild Pyromancer

Play Totemic Might

Play Youthful Brewmaster

Play the Light Warden. (must be to the left of the taunt totem)

Play the Wild Pyromancer

Play Ancestral Healing Wrath of Air Totem

Play the two wisps on the left side.

Click End turn

(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)

Light Warden is now a 20-2.



Their turn.

They take fatigue damage, dropping to 4.

If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.



Your turn

You take fatigue damage, dropping to 1.

Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.

This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.

Cast Ancestral Spirit

Remaining minions can attack for:

Brewmaster

Pyromancer (5)

Searing (3)

Healing (2)

Wrath



They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue. Play a Flame Totem (in the middle of your board, to the left of the extra spell damage totem)Play thePlay(everything takes 1 damage from the Pyromancer)Play(to the right of your totems), targeting the pyromancer.Play the Light Warden. (must be to the left of the taunt totem)Play theagain (to the right of the brewmaster).Playon the. activating Light Warden. then everything takes 1 more damage). Many minions are just on 1 HP now.Play the two wisps on the left side.Click End turn(The Healing totem triggers, healing all your damaged minions for 1. I'm assuming it doesn't proc on the light wisps because they aren't hurt, but I don't actually know. Assuming it doesn't, that's +16 Attack for the light warden)Light Warden is now a 20-2.Their turn.They take fatigue damage, dropping to 4.If they attack they must hit your totems which are next to the flametongue totem. As this would help us lets assume they don't attack.Your turnYou take fatigue damage, dropping to 1.Use all the minions on the left side of the Firetongue totem to attack their big creature. By attacking with the creature next to the totem first they can all get the buff.This will be 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.Cast(the target doesn't matter). Opponent's creatures drop to 8 and 6.Remaining minions can attack for:(5)Pyromancer (5)Searing (3)Healing (2)of air (2).They have creature health of 14, so you overkill one creature, then hit the opponent for 2. They die next turn to Fatigue.



Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.



EDIT: Apparently this wouldn't work because they would probably be all unsporting and heal themselves....



Does Ancestral healing actually return minions to their original health (instead of current full health)? Might make the last one quite different, as you could use it on the enemy minion. Assuming it just returns you to full health though...Solution to the last one.Thanks so much for this, was a lot of fun. I think I got it right, though it might need a little of tweaking to make the attack order work. Of course I'd actually fail because I would run out of time.EDIT: Apparently this wouldn't work because they would probably be all unsporting and heal themselves....



You overfill your board. Only 7 creatures allowed. And how you get your lightwarden to 20 dmg? This for you would need 9 and a half heals? ;-) You overfill your board. Only 7 creatures allowed. And how you get your lightwarden to 20 dmg? This for you would need 9 and a half heals? ;-)



Haha, yes, then it's really wrong...let me take another look at it.

Your solution is correct. I couldn't find the mana to do what you did because I was Brewmastering the wrong thing. Nice one!

Haha, yes, then it's really wrong...let me take another look at it.Your solution is correct. I couldn't find the mana to do what you did because I was Brewmastering the wrong thing. Nice one! It is what you read when you don't have to that determines what you will be when you can't help it.

Hondelul Profile Joined December 2010 122 Posts #20

Really just as fun to find others mistakes when you get stuck yourself. And most the time you notice you mistakes when comparing to other solutions.



+ Show Spoiler + 2 wisps (3 damage each), your lightwarden (22 damage), and the taunt totem (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.

Cast Ancestral Spirit

Remaining minions can attack for:

Brewmaster (5)

Pyromancer (5)

Searing (3)

Healing (2)

Wrath (2). This will be(3 damage each), your(22 damage), and them (2 damage). Total 30. Big creature has already taken 2 from the pyromancer, so now drops to 9. The other one is on 7.Cast(the target doesn't matter). Opponent's creatures drop to 8 and 6.Remaining minions can attack for:(5)(5)(3)(2)(2).



Thanks for this puzzles, btw ^^ Just counted the minions of Tal myself :DReally just as fun to find others mistakes when you get stuck yourself. And most the time you notice you mistakes when comparing to other solutions.Thanks for this puzzles, btw ^^

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