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Mage secrets don't have the same type of synergy that Paladin secrets have together. When you played Mysterious Challenger, most of your secrets get popped at once, giving you an insane tempo turn. Yes, Mage secrets are a bit more powerful but they won't have the same immediate impact that Challenger had. Most of them get triggered the same way, playing spells or minions. Your opponent will just have to judge which ones to play around by which one hurts their play the most. Also too expensive and slow in a Tempo Secret Mage. By turn 8 you won't have many left in your deck after 2xArcanologist and all of the drawing.
Paladin had the exact same card, but costed 2 less mana and had fucking 6/6 stats.
To be fair, Palladin secrets cost 1 as opposed to the 3 mana secrets Mage has.
Paladin* idiot.
This card should give you an idea of how broken Mysterious Challenger was. Yes, Paladin secrets were bad, but you got this spell's effect as a battlecry on a 6/6 for 6 body. This costs 8, and you get no body. Yes, Mage secrets > Paladin secrets, but it should still give a damn good idea of how broken Mysterious Challenger was.
As for this card, it's alright, nothing too spectacular. Just a wee bit too expensive and the secrets aren't as disruptive.
Probably gonna get nerfed to 9 mana like they did to the hunter summon 3 animal companion.
I'm getting Mysterious Challenger flashbacks.
This doesn't seem as good because it's more expensive, doesn't have a body with it and the mage secrets don't chain off each other as well as paladins do.
This card is not as simple to evaluate as people might think. While it is 8 mana and seems bad, keep in mind one reason why Mysterious Challenger saw a lot of play. It cycles cards out of your deck. I could see this being put into freeze mage for that purpose, but they tend to only run 2 kinds of secrets. So if it did see play, it would likely be a one of in the deck.
Edit: If we do base it on only pulling two secrets out of your deck though, here is the value you are really looking at:
Arcane Intellect (3 mana) + playing the two secrets (3x2)= 9 mana in an 8 mana card. So you need two secrets to become active to obtain value in this card.
One thing is, they(the secrets) have to be in your deck, not in your hand.. So, let's say, for example, that you're running Arcane Intellect, Ice Block and Ice Barrier in a Freeze Mage, and that you draw all of your secrets before drawing the Arcane Intellect. Once you draw it tho, it's still gonna be a 3 mana draw 2 cards. Now let's say that instead of the AI, you're running Glacial Mysteries, and that you also end up drawing your 4 secrets before drawing, or being able to play it, since it's an 8 mana card. Then, somewhere in your deck, there's a card that's basically "8 mana do nothing".
So let's have a look at the possibilities:
• Always lucky - Save 1 mana;
• Never lucky - "Lose" 8 mana;
I don't think it's worth the try, could work pretty well when discovered, but it seems too risky to be placed in the deck.
Now, talking about Secret Mage, perhaps Glacial Mysteries could see a valuable play.
Of course I should have also mentioned that while Arcanologist exists, that this card will just not see use when you have a reliable way to pull the secrets out. So as Hoogausarr said, you will probably only play Glacial Mysteries in a Secret Mage deck even though the value can be justified in only two secrets.
None of your business!
Stop asking questions!
Is there a cap of 5 secrets that can be in play at one time?
yes
Okay, this card needs about 3 secrets to make it worth while which is doable but I think by turn 8-9 when you can play this card you've used quite a few of your secrets and so this might require a very secret heavy deck to use it's maximum potential.
So, it's somewhat worse then Mysterious Challenger, seeing as it costs more and doesn't provide a body. However, the secrets in Mage are much more powerful than Paladin's.
This card has opposite sinergy with Arcanologist, which is arguably the best mage card right now. Also it's extremely hard to build a deck with 10 secrets, because they are all pretty bad except barrier and block.. I doubt this card will see any play.
What are you looking at?
Mysterious challenger 2.0 D;
Counter it with Ticking Abomination + Bomb Squad