Talk:Mine Cart Rush

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Card/Shaft[edit source]

Judging from the data import, it looks like this is probably called Mine Shaft, not Mine Cart. We've got a normal and heroic version of Mine Shaft, and one version of Mine Cart, all heroes, and close together in number. My guess would be they changed the name during development, but forgot to delete the old one (they sometimes do). I've moved it over since it makes sense, but we won't be able to confirm until the wing releases next week. -- Taohinton (talk) 01:04, 13 November 2015 (UTC)

Looks like the hero is Mine Cart, instead. At least, that's what I'm going with - I don't have any way to confirm it. --Bobsson (talk) 02:41, 20 November 2015 (UTC)
Yep. According to data-mined info like this, the player hero is Mine Cart, while the boss is Mine Shaft, and of course the encounter itself is Mine Cart Rush. This should be all sorted out now. -- Taohinton (talk) 02:18, 25 November 2015 (UTC)

Heroic changes?[edit source]

I'm not sure what's different in heroic compared to regular. The cards seem the same on both sides, the amount of mana is the same, the turns are the same, etc. Maybe it's just a different distribution of cards? It does seem harder, but I can't tell why. No 0-attack taunts, maybe? --Bobsson (talk) 02:55, 20 November 2015 (UTC)

Strategy thoughts[edit source]

  • All enemy minions have 6 health, and take damage in 3-damage increments. In other words, except for the Dynamite card, all enemies take two hits to kill.
  • Conversely, all player minions have 6 health, and take either 2, 4, or 6 damage at a time. So they can take 1-3 hits before dying.
  • The player has 30 health, which is 15 hits at 2 damage. Given it takes 10 turns to escape, that gives you 5 extra "hits" if you're trading evenly... but the bigger monsters use up more than one "hit" per attack.

I'm not sure what all this means in terms of strategy, but it feels like (unlike normal games), there's actually a computable best strategy.--Bobsson (talk) 02:55, 20 November 2015 (UTC)