The problem is that it does not work that way. It's bugged. It's been bugged every patch. The bug has been reported, but Blizzard still hasn't noticed. Just today on Valuetown, Eric Dodds claimed Sylvanas works in a way that every experienced player has seen firsthand is false.
Sylvanas Death Rattle always happens before Harvest Golem and Cairne Bloodhoof Death Rattle if they die at the same time (from fighting each other or aoe). I think Blizzard said all Death Rattles should happen in the order they were played, though that was less clear to me about what they meant.
Even if they know about the bug I think the timestamp method how it should work is poor and unneccesary complicated. I think they should just choose an order between active and passive player triggers which would be much easier to understand. For example active player triggers first (the player whose turn it is) and then the passive triggers. If one player has more triggers they should go in order from left to right, so that minion positioning becomes even more relevant.
Overall this is better I think because the game history becomes irrelevant for judging what would happen which is way better for such a simple game. Unneccesary complicated rules that refer to what happened earlier should be avoided if unneccesary, the timestamp rules for example rarely happen in magic and they deliberately discontinued any cards that refer to graveyard order. Keeping the game simple whenever possible is essential for a good game. Also I think it's less random, in the case of sylvanas wars it would create an interesting scenario where attacking into another sylvanas would be poor if that sylvanas is alone on the board. At least that is relatively straightforward. Now (if the rules were to work correctly) there is this weird case where playing the sylvanas first is worse which includes some potential guessing if they sylvanas or not.
Finally it's just way more clear in case there are a multitude of triggers going 'on the stack' at the same time due to a board clear for example that those of one side all resolve first. If there are like 5 deathrattle's combined the time stamp rule becomes very messy. You shouldn't be forced to memorize the order of every deathrattle creature nor should you be forced to know 'rules' like Harvest Golem goes before Sylvanas etc. It should all just be possible to see directly from a quick glance at the board, besides there are fun tactics possible when it's simple to influence by paying attention to your minion ordering.
Sylvanas interaction with Nightmare is bugged as well. If I Nightmare a card on my turn, it should die at the start of my next turn, but if it gets stolen by the opponent's Sylvanas, it doesn't die till the start of HIS next turn.
Good that they've acknowledged this, but personally I find the "card that was played first" to be a strange qualifier for deathrattle priority. Cards can be in play for a while and forcing players to maintain a mental list of the order everything was played in seems stupid.
This plays into the general opaque-ness of the rules I feel. Blizz should release an official documentation of how the mechanics of the game actually work.
On January 18 2014 09:38 aNDRoM wrote: This may be intended, but Sylvanas vs. Savannah Highmane, when one kills the other, Sylvanas does not steal a Hyena, as the Hyenas do not yet exist until both Deathrattles proc.
The corollary to this that I don't understand is in the Sylvanas vs. Sylvanas battles when there is minions on only one side of the board. If the minions are on the "Second played" Sylvanas side of the board and the Sylvanases are traded for one another it seems counter intuitive that a minion is stolen twice, it wasn't there to be stolen at the time the Sylvanases died so it should only be stolen once.
Here is the way death rattle should work in my opinion. In theory they should all resolve at the same time, but at some point there has to be an order for a computer to handle it. These death rattles should be blind to all coinciding death rattles. This can be tricky to program, but is a way that players can easily understand (given practice).
A "less complicated" programming method to do this same thing (although more prone to error down the road) is to have all targeted death rattles pick targets first but not resolve, all global effects happen (healing > damage > other), and then all minion/weapon creation, targeted death rattles resolve, new wave of minion deaths/effects/battlecrys/deathrattles.
For example, there are two Sylvanas and one other creature, and the Sylvanas kill each other. That creature should get passed exactly once. The Sylvanas that is on the side with the other creature should be blind to that target even if resolved second.
Here are three examples of my suggestion with Side 1 = Sylvanas, Side 2 = Abomination, Loot Hoarder. Example one is Sylvanas crashes into abomination and they both die. What should always happen (regardless of stack resolve order) is that Sylvanas steals the loot hoarder (dead or alive) and then the card gets drawn by the sylvanas player (as loot hoarders death rattle is a new secondary stack that is resolved later). Example two is if a spell kills abomination, and that aoe kills sylvanas. The loot hoarder should not change possession and draw the abomination player a card.
Using my suggestion Sylvanas should never be able to steal a death rattle generated minion, which is fine. Sylvanas could possibly steal a minion that is dead from another death rattle, which is fine because she could steal it and then have the minion die, having resolve order not matter is the important point here. Two Sylvanas can never steal the same minion, they should be blind to each others take.
Any minion that has a death rattle that dies to another death rattle has to wait for all current death rattles to resolve before his death rattle is considered. This extra death rattle would have to be an entirely new stack.
My solution may seem complicated, but if it wasn't we wouldn't be discussing this problem in the first place.