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Costs too much, Flamewaker is just better. Unlike Water Elemental this can be comboed and you have a chance to freeze on the turn you play it - possibly multiple targets. Frost Elemental only freezes one character in it's battlecry, as a 6 mana 5/5. You pay A LOT for the chance to do this continuously throughout the game to multiple targets and possibly locking down your opponent.
Will probably have all three on the same deck and that's going to be so annoying to the opponent
Kind of okay? Personally I think it's bad on average. but in a very slow meta it could see some play since the effect itself is decent, it's just the stats that are lacking.
Pretty fun card, maybe will fit one day is some strange combo deck xD , very bad in the arena due to weak stats
This card has potential like Flamewaker, but the effect is not as strong. There are two ways to look at this. Firstly if you cast multiple spells within a turn, that could be multiple opposing minions frozen. I have no idea if it can randomly choose an already frozen character, if it does though then it will be a dust card. Secondly, it does have a situational pro/con in that it can freeze your opponent. Overall though I doubt this will be played unless it has a place in freeze mage to extend stall.
Lets see, deal 2 damage randomly split among enemies or freeze a random enemy. It actually depends on meta, if there will be big minions, freeze is better than 2 damage.
Only problem is, I have no idea if this even fits in any deck atm. It's not even good in arena cause of poor stats and not many spells in your deck (usually).
Came a bit to late, with spare parts removed from Standard Mode.
Just 40 dust, nice card for mage as regular.
That's not a bad card, IMO.
"You will rarely cast more than one spell per turn"?
Have you ever played against tempo mage?
Then people will play Flame Lance for 1 more mana remove a minion, or Polymorph or Fireball or maybe even Polymorph: Boar. This card is unplayable as it is.
I have a feeling flamewalker will be nerfed to 4 mana
It certainly looks and plays well for it's cost if you manage to freeze the target you "hope" and need to freeze the turn you play it. If it misses it's mark though, then it doesn't really trade(1 for 1 stat wise) for anything which is a major downside if you're going for the tempo/early control play.
However, it should find a spot in a potentially Yogg-Saron, Hope's End(not in combination with Yogg, that doesn't work, for early control to stall) deck. Could add a bit extra control, semi-random control, for a deck that'll be in need of it. We will just have to wait and see if it's really necessary.
I really like the look of of the card though, definitely got some potential going on here.
How many times has it to be repeated like everywhere? Yogg-Saron, Hope's End casts spells on his own. Such effects like this freeze won't trigger.
Hi Varnquein.
I'm aware of that and that's not what I said. The meaning behind it is that in a Yogg-Saron, Hope's End deck you're certainly going to play a bit or a lot more spell heavy deck. Since Yogg is a turn 10 card, you have to stall the game a bit and this card helps with a bit of control in a deck type of such a kind.
To avoid confusion, I'll add it into my post. It's already there, but I can clarify it.
I think he means prior to Yogg-Saron, Hope's End is played. In otherwords a synergestic stall card for your end game to be Yogg.
Yes exactly Dibullba, thank you.
Okay, that makes sense. Sorry - it wasn't that clear. Thought you've meant massive freezing :P
It looks like a fun card which will have a niche in gimmicky decks... it would probably be better if it was an enemy "minion" instead, though. That would give it a lot more use. Although the way it is will make it useful dropped on an empty board against Warrior, against the bigger share of classes, it has a significant chance of hitting a useless target. If it won't hit the same target twice, it could still be very potent in a Mage deck with a lot of cheap spells, especially in combo with Flamewaker.