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While this fit the vibe of feeling powerful and overpowering one's foes, it didn't offer much opportunity to make interesting choices - an element the team valued when designing the keyword - and led to it mostly being used in the same aggressive deck archetypes, leading to it being cut from the set. The ability that later became Overkill was originally experimented with during the development of Blackrock Mountain, where it was thematically tied to big and powerful Dragon minions and had the effect "Excess damage dealt to a minion is dealt to your opponent's hero" (a mechanic similar to the one later seen on the Explosive Runes spell). Forcing combat with a card like Mass Hysteria or BEEEES!!! will activate the Overkill for each target. Overkill only triggers during your turn, but doesn't require the minion to actually attack.However, in principle, this could have an effect on the outcome - for example, if a Ticket Scalper kills the enemy hero and their overkill triggers (drawing two cards), the attacking player could die of fatigue, resulting in a tie game. Ordinarily the effect is cosmetic, since one player has just won the game (so, for example, you might see a Devilsaur get summoned just as the hero dies). Overkill effects can trigger by dealing excess damage to a hero.For example, if a Sightless Ranger attacks and kills Huffer, the Ranger dies but its Overkill triggers, summoning two Bats. Overkill effects on minions can trigger regardless of if the attacking minion survives or not.Cards can only activate their Overkill effects on the controlling player's turn.If an area of effect card with Overkill destroys multiple characters at the same time, the Overkill effect will trigger for each character killed.
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