Reward
Card Clarifications
- The reward for this quest is Time Warp.
- Spells that are cast by effects like Yogg-Saron's Battlecry are not counted for this quest's progress.
- If you're able to collect multiple Time Warp cards, the effects do stack!
- A not-complete list of example cards which can generate spells that will achieve this quest are: Babbling Book, Cabalist's Tome, Primordial Glyph, Mana Bind, Steam Surger, and Kabal Courier.
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Now it's OP.
Although people play this stuff in standard with the whole antonidas thing, I'm gonna stick to wild and save up for Mimiron's Head and Target Dummy TTK.
The most interactive card ever! Thank you Blizzard. You always know well what you have done.
Otk depressiin
Have yet to actually play anyone and have them complete the Mage quest. Has everyone given up on it? I don't even see anyone trying for the Mage quest anymore.
I still play it, because i love it, but its instalose against pirate warrior, and other face heavy decks. I love the deck even with its 30% winrate, its a nice deck for fooling around and having fun, not reaching #1 legend
I'm pretty sure Blizzard intended for this to replace Freeze Mages, but with an element of RNG, but Freeze Mage survived like a cockroach and is still somehow better than this.
is it worth crafting? or should i keep my golden Prophet Velen ? i have all other pieces for OTK
Pure cancer.
with so many random spells it sometimes gets hard to keep track of which started in your deck and which did not. Sometimes its crucial to pick the right frostbolt to cast when you're trying to complete the quest. Anyone find a good solution to track cards? I don't think tracker shows which cards started in your deck and which are generated.
Thinking of crafting all golden card generators (babbling, tome, etc) so that I know my gold cards are generated.
You can hover over the Quest icon at the top of your hero portrait, and all the "random generated" cards will stay colorized, as the rest fade to black and white.
thanks!!
Seriously, with Antonidas and 4 sorcerer's apprentices the opponent can't do nothing, Infinite spells with fireballs and game is over. This card have to nerf to such a way as "cast 7 spells that didn't start in your deck" , or other options is to nerf sorcerer's apprentice to 4 mana cost card and spells cost (1) less. Time warp is too unfair to the other class.
The most perfect dream still can only get that combo in turn 10
and most of the time you must draw the whole deck to get combo
when you get rekt by 100% quest complete on turn 4 rogue
Have you even played against it? Or lost against it? Do you have any idea how hard it is to set up the WHOLE combo? You need to make room for spell generators WITHOUT cutting freeze/survival key cards AND you need to draw your whole deck most of the times. If anything buff the damn quest to 5 spells.
If you are losing to ice block why don't you run Eater of Secrets?
It's easier to do a rant comment about how strong it is, than actually do something against the deck, right?
Every deck has a counter, this one is Eater of Secrets.
I know how frustating this can be, I've lost several times as well while ahead and after popping 3-4 blocks, but let's be honest, this deck has a good amount of counters. Eater of Secrets was just an example. You could also use Dirty Rat to drop 1-2 apprentices and ruin their combo. TAnyway, good luck with then! I know it feels bad to use "bad" tech cards to do good against a specific deck, but that's how it works.
Note: Dirty Rat is also awesome against the new cancer Cavern Rogue, so should definitelly try!
Good luck man!
Yeah I tried this and was pretty disappointed it didn't work, I kind of wanted a deck where it actually worked well in. Should really word or clarify that somewhere in the game a bit better.
Será que o sonho do bm infinito volta?
(thought one could delete one's posts but apparently not anymore...)