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EGW-NewsEsportsAll newsJourney to Un'Goro - Adapt Mechanic

Journey to Un'Goro - Adapt Mechanic

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1969

“That’s why I say, let’s just nerf everything…”

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            -Ben Brode

That’s right, we’ve got a new expansion coming out, and oh boy does it introduce some crazy mechanics. First, we’ll talk about the new keyword – Adapt.

Adapt is a mechanic that makes your minions (and potentially spells, later on), incredibly versatile at the cost of just a single card in your deck. Minions with Adapt, when triggered, will discover a random keyword to add to their text. The complete list of possible adaptations can be found here. Note that they are not all keywords per say, such as the Flaming Claws adaptation, but the minion specified will still gain the effect. We also have a recent announcement of this effect working on multiple or targeted minions as well, which can be seen through the Big Gentle Dinosaur:

Adapt makes minions in your deck much more versatile, but at the cost of reliability. It’s possible that you could get the +3 attack you needed to win the game, but at the same time, you could also get something that you weren’t at all looking for, such as Taunt. I, personally, believe it is an effort to de-aggro the meta just a smidge. This works in two ways – these cards are incredibly unreliable in aggro, and can be used as a tech against specific cards in many ways. However, they are also some crazy mechanics (see Quests) that almost all revolve around the late game. Here’s my theory – they print a bunch of crazy fun late game cards, so that even if aggro is any good after this expansion, nobody will want to play it anyways because of how boring it is. Unfortunately, there’s only so much they can do about the fact that winning is fun too.

At any rate, expect to see some more updates on new mechanics, archetypes, cards and overall news here at egamersworld.com.

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