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Consistency of definition of Charge ability in Charge (card) and Charged Devilsaur[edit source]
Somebody wrote: "This minion is similar to King Krush, but it's Charge is exactly the same as the Warrior card with the same name."
Is that really so? The entry on "Charge" (the card) suggests that the mechanics of "having Charge" and "not being able to attack the enemy hero this turn" are one and the same effect. But Charged Devilsaur is worded in a way that suggests that the effects are distinct. This is an important difference, because if the "can't attack"-effect is only caused by the battlecry, anything that puts the Devilsaur into play without playing it from your hand would allow it to charge at your enemy immediately. Also, copying the Devilsaur one turn after playing it would allow the copy to go for the face as well.
I'm afraid I don't have a Charged Devilsaur, but I'm curious how it works because I believe it has serious burst-potential. Can someone please check how exactly this card works? — Preceding unsigned comment added by Skartall (talk • contribs) 14:20, 9 April 2017
- Hello, stranger.
- Charged Devilsaur has the Charge effect that the Warrior card could grant to any minion, which was previously the following: "Give a minion +2 Attack and Charge", which was subsequently changed to "Give a minion Charge. It can't attack heroes this turn" because it would make a trouble with Mean Streets of Gadgetzan's Grimy Goons faction.
- That new kind of the Charge keyword made this minion more board control-oriented rather than plummeting down the opponent with it. TheGamer765 (talk) 15:03, 9 April 2017 (UTC)
- I would presume that the Battlecry ability should activate the "not being able to attack the enemy hero this turn" effect, and any "put onto field" effect should keep Charged Devilsaur's Charge ability intact. Anyone is free to try to test if this is actually the case. :) Also, welcome to the wiki! Aegonostic (talk) 15:16, 9 April 2017 (UTC)