User:Jerodast/To do

To do list:

 * page for Attack - disambiguate from Attack attribute. Pull from Minion, Advanced rulebook. Check for incoming links to Attribute (current redirect). Reason for this name over Combat - the game always says "when X attacks/is attacked", never "combat".
 * Death (currently same as "destroy")
 * Order of play for the layman
 * more strategy/specific Hero Power comparison notes?
 * Hero: XP-gaining, card-earning "hero" (really the "class" not hero) VS hero gameplay character VS cosmetic characters
 * Battlefield (cosmetic) vs Board (gameplay area where minions reside)
 * streamline Target - interesting reference for random targets not working without enough targets, even when Yogg cast https://www.youtube.com/watch?v=BgFuubW0_gE&t=12m22s
 * tag damage trigger cards as damage-related (with hidden tags? see Talk:Damage)
 * "Card sets" sidebox or bottom box (currently expansions bottom box exists but isn't very useful)
 * "order of play"
 * propose on Talk:Hero Power:
 * de-HP-ize Inspire cards
 * Replace Hero Power vs other related
 * Modify Hero Power is still a thing, not even used for lists? remove it!
 * Auchenai Soulpriest shouldn't even be HP-related (after all, Flash Heal is affected by ASP, so why isn't it spell-related?), but less of a biggie
 * propose that "How to get" be demoted in card listings - gameplay-relevant and/or unique information should be more prominent than a section that only has about 6 variations across hundreds of cards

Scenarios I'm not sure about
Answers may be in rulebook, I just need to read up.

Attack sequence:
 * Proposed attack -> Explosive trap -> Grim Patron -> Knife Juggler to face (0 Health left); Ice Barrier -> 0 Health, 8 Armor
 * or, Pa -> Et -> Acolyte -> draw Flame Leviathan (0 Health left); Ice Barrior -> 0 Health, 8 Armor
 * W/L/D only checked after BOTH sets of pre-attack triggers; do deaths only occur then too?
 * Death's Bite vs Bear Trap? Which comes first? Deathrattle logic would say bear trap (triggers before deaths), but is Death's Bite a real deathrattle?
 * Brute vs Misdirection vs Explosive vs Snake Trap? Does Snake Trap always go last even if brute was played later? (Because Brute queued earlier, while snakes queued later?)
 * If Brute is Misdirected, does its trigger switch it back to enemy minions, friendly minions, or totally random?

Notes for tempo / drop
Pulled from Drop, eventually want to find a place for this discussion on Tempo. An example on the importance of having enough drops at each mana point, in this case on turn 4. Without a good 4 drop, options include:
 * playing a 4-mana minion that is not a "real 4-drop", or a 4-mana spell, non-optimally (wasting the strategic potential of the card and, in the minion case, summoning a minion with combat statistics inferior to "true" 4-drops),
 * playing a 3-cost card (wasting mana),
 * playing a 2-cost card and the Hero Power (usually a weak play due to Hero Powers' mana inefficiency, particularly if there is no good target for the Power), or
 * playing the Hero Power alone or with a 1-cost card (wasting mana AND using the inefficient Hero Power).

Of course, on any turn it is possible a spell or tech minion would be played to great effect, making the question of a drop of that mana cost irrelevant. However, if the spell does not use up all the mana, it once again becomes important to drop a minion that consumes any remaining mana. If one is not available, it may actually be preferable from a tempo perspective to play the full-mana drop than to make use of the spell; a Wrath and Shapeshift attacking the opponent's face on turn 5 is far weaker than a Druid of the Claw on turn 5, even if the Wrath kills a Jungle Panther (an excellent target).

The more important point while planning, however, is the fact that such an ideal scenario may NOT come up at all, and the deck should be able to produce a good play in that event.