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Mage quest and elementals
@CitizenSnips86
I won't neglect the existence of those cards in the mage class, however they are a joke compared to the leading elemental deck, aka un'goro shamy. I mean there is so little synergy with one another - how can you possibly rely on those cards?
This card is insane, but it's so easily countered by Priest. Potion of Madness, Cabal Shadow Priest, Shadow Madness. Liking the Priest v Elemental Mage matchup.
So many 2 attack minions this expansion going to have to craft Cabal Shadow Priest
Hoping I pull this card. Need some mage love
I am fairly certain this legendary will be Meta-Defining! I need some text to explain why.
Mage will lose all it's deck archetypes: Control mage (aka Highlander/Reno) with Reno Jackson gone, Tempo Mage with Flamewaker gone and most importantly Freeze Mage with Ice Lance gone. Freeze Mage was around for a long time, virtually unchanged. Most people don't mind - it was a pain to play Freeze Mage and it was a pain to play against.
That said, Mage needs new powerful deck archetypes - yes - more than one. One of course will finally be Secret Mage from the cards we have seen.
The other will most probably be Elemental Mage. And that's where this card comes into play. I think the Mage quest will be around elementals. Most of the quests don't involve the things a class normally does. Shaman has Murlocs (not overload), Rogue has play minion four times (not combo), Warlock has discard (not play demons). So mage won't be play spells or something like that. It will be around elementals.
I have a very specific idea about the quest: "Play an elemental five turns in a row." I.e. have the elemental buff active for five consecutive turns. Why that exact quest?
1. The difficulty fits the other quests. Compare to priest: Play seven deathrattle minions. Of course you can play more than one deathrattle minion a turn and you can skip turns without losing the quest. So, having to play something turns in a row is harder than playing something generally. So five in a row will be about the same difficulty as seven overall.
2. Elementals are about to play one after the other. There are cards that benefit from elementals played last turn and there will be more cards that are elementals und benefit from elementals played last turn (similar to dragons that benefit from dragons in your hand or from friendly dragons on the battlefield).
3. Pyros I think Pyros is designed around the quest. If you play Pyros turn 2, you can play 2nd Pyros turn 6 (the last turn of the five). The same is possible for turns 6 and 10. So if Quest is played on turn 1 and Pyros is played on turn 2, the opponent will desperately be trying to get rid of Pyros using hex or silence. Wasting a powerful disabler on a 2/2 card that is played on curve - essentially losing a lot of tempo. You still have the elemental buff and can finish the quest because the condition is met.
Also this card is a two mana card. Many two mana cards have little value after turn 10. Not this one. Played after turn 6 you can even have three of the five elementals from this card and of course this card allows you to spend 18 mana for value without drawing an additional card therefore giving you card advantage. Even without the quest the card will be very strong, with the quest this card will be the bomb.
Btw they don't waste a powerful disabler on a 2/2 card, they use the disabler to upcoming 6/6 and 10/10
Well, your crystal ball isn't working well. It's funny how you talked SO sure about mage quest being about elementals, you didn't go on conditional about it anytime hahaha
Not only about mage , elemental theme seens pretty crappy overall, And Pyros is utterly shit
It's a perfect Legendary to curve I think
At least Void terror have chicken
mage better have some sick turn 3, 7 elementals
Tar Creeper is a pretty sweet elemental 3-drop, especially for midrange/control.
Potion of U Mad Bro
i'm starting to think that the mage legendary quest will make you play... *cough* i mean summon elementals
I just don't understand. This card should be a 1 mana 2/2, then 5 mana 6/6 and then 9 mana 10/10. This would make this card playable, maybe. But even with a 1 mana less cost, that wouldn't be enough to be playable.
It is a control card. It will make sure you always have an elemental in your hand to be "played last turn". There are still cards to be revealed. For all we know, Mage could get its first buff minion(s) spell or spells that benefit from "played last turn"
1 mana 2/2 with essentially "add a 5-mana 6/6 to your hand" would be utterly insane and hands-down the best aggro 1-drop in the game. 1 mana 2/1 or 1/2 is more realistic.
So now that we have a pretty good idea of how Elementals interact with one another, does this card look any better? Respawning as an elemental you can play 3 times whenever you want/need to trigger an effect such as Ozruk as well as being a decent body for its cost could be pretty good given the right cards.
Imagine you play vs N'zoth-Priest and he using Potion of Madness on this guy while also killing your 3/2 drop with it. In this catastrophic scenario Potion of Madness goes 1x4, since he also gain 6/6 deathrattle in hand which you must also have an answer for (+firebal or hex). Then it's also 2/2 and 6/6 bonus creatures from N'zoth. This is complete DISASTER.
This card is awful. Cuz I'm almost 100% sure n'zoth priest will be a thing with that insane quest card they get. Amara is like mega Reno with insane taunt attached to it. Also it is guaranted on turn 8-10 because the quest will be in your starting hand and if you build your deck properly you could match the requirement for completion by that point easily.