Order of triggered events

Hello all,

Yet another question about how events trigger in a confusing constructed game case.

So, with my overload shaman, I was playing against a mech hunter who had a spider bomb and two more minions (doesn’t matter what) on his/her side of the board.

On my side, there were three minions (doesn’t matter what). What I did in my turn was to summon a thunderhead and cast lightening storm, assuming that thunderhead will summon sparks and I will have only 1 in 6 chance to lose it.

Instead the spider bomb deathrattle triggered, killed my thunderhead and shortly after I lost the game.

So what is the reasoning behind this order? If I summoned the thunderhead before the spider bomb, sparks would trigger before the spider bomb deathrattle?

I hate these situations, as I do not have the necessary intuition although I hit Legend multiple times in the past.

Cheers.

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The key word in the Thunderhead text is ‘AFTER you play a card with overload’, because of this, any actions that happen during the course of the spell will take place first. While the deathrattle isn’t technically part of the course of the spell it is triggered by the spell and, as such, is a cause and effect of the spell. Therefore the ordering places the deathrattle at the end of the spell, triggering before any effects that are caused AFTER the spell has been cast. If the Thunderhead dies in the process then it can’t trigger it’s effect unfortunately.

I hope this makes sense

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Everything in HS works in sequences. Like Rayven said, the difference between whenever and after is important here. In your example, the following happened:
Start of sequence: you cast a spell.

  1. All whenever triggers for spellcasting or overload are checked (none in this case)
  2. The spell effect occurs (in this case damage). The damage starts a new sequence.
    2.1. All whenever effects for damage are checked (none)
    2.2. Deathcheck (minion dies): start of new sequence
    2.2.1 All whenever effects for kills or deaths happen (none)
    2.2.2 Deathrattles activate (starts new sequence)
    2.2.2.1 Your minion dies: new sequence
    2.2.2.1.a _whenever _ effects for deaths (none)
    2.2.2.1.b deathrattles (none)
    2.2.2.1.c after effects for deaths (none). End of sequence 2.2.2.1 (death of your minion) and 2.2.2 (deathrattles)
    2.2.3 after effects for deaths (none). End of sequence 2.2 (deathcheck).
    2.3 after effects for damage (none). End of sequence 2.1 (spell effect).
  3. after effects for spellcasting and overload (none, since your minion died in 2.2.2.1). End of the original sequence (you cast a spell).
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