Really? A lot of people seem to think too highly of this card based on the votes. Mage has a lot of high quality board clears and this one is terrible given that it also damages your board. I would much rather run Arcane Explosion with spell damage minions. I think that Blizzard designed this card in this way on purpose. Firstly, it isn't runnable by Tempo Mage, the most popular archetype for Mage atm, and second it adds a relatively bad spell to the pool of mage spells given the myriad of effects that generate random mage spells this would make all of them slightly worse. So I can understand why it was printed, but not why people vote it so highly.
Lol tell me more about freeze/reno/control mage having a lot of minions on board.
It's a CONTROL card not a TEMPO card, just because it doesn't fit in tempo mage it doesn't mean that it's a bad card.
The more I look at this card the worse it gets. Demonwrath is probably the worst card you put into Renolock, if you put it in at all, and this is a WORSE version of it. Why wouldn't you just run arcane explosion and bloodmage/cult? It's two cards and one more mana, sure, but it doesn't injure your minions and it gives you a minion in play.
Bad, bad, junkyard card. The text SHOULD be "deal 2 damage to all minions; your minions are immune if you have no duplicates in your deck"
Team 5 is such trash when it comes to proper balancing, why is it that Mage must always get all the board clears ? Most other classes struggle for spells like this and Mage has them in spades. I thought they would have been more self aware of Arena since the balance is laughable, looks like Mage is still getting broken shit to keep them cemented at the top. Very saddened to see this card.
They released crap loads of epics so far, many that just make you question, "why is this card epic?....ah $$." Yet this is a card that really should have been epic (like nearly all future good mage spells), yet it is not. Do the devs know their own game or...?
Seems like a great card to me. Not going to be very useful in Tempo mage considering all of the low health minions, but certainly could see its way into possibly freezemage if the meta requires it. If not freeze mage this card might have some troubles finding a home.
I think that's what their aiming for with the Kabal.
Considering that the gang has 2 of the 4 strongest reno decks in Hearthstone history (and the only 2 viable in standard), I'm not all surprised it's what they seem to want to push.
Really? A lot of people seem to think too highly of this card based on the votes. Mage has a lot of high quality board clears and this one is terrible given that it also damages your board. I would much rather run Arcane Explosion with spell damage minions. I think that Blizzard designed this card in this way on purpose. Firstly, it isn't runnable by Tempo Mage, the most popular archetype for Mage atm, and second it adds a relatively bad spell to the pool of mage spells given the myriad of effects that generate random mage spells this would make all of them slightly worse. So I can understand why it was printed, but not why people vote it so highly.
Are you serious? This card it's really good, for a control deck of course, it already has a place in my Reno Mage.
Really? A lot of people seem to think too highly of this card based on the votes. Mage has a lot of high quality board clears and this one is terrible given that it also damages your board. I would much rather run Arcane Explosion with spell damage minions. I think that Blizzard designed this card in this way on purpose. Firstly, it isn't runnable by Tempo Mage, the most popular archetype for Mage atm, and second it adds a relatively bad spell to the pool of mage spells given the myriad of effects that generate random mage spells this would make all of them slightly worse. So I can understand why it was printed, but not why people vote it so highly.
Lol tell me more about freeze/reno/control mage having a lot of minions on board.
It's a CONTROL card not a TEMPO card, just because it doesn't fit in tempo mage it doesn't mean that it's a bad card.
I will tell you more since you don't seem to know what you are talking about.
1. Freeze Mage - This archetype would never run this card, since the main point of AOEs in this class is disruption as such only freezing AOEs will see play and sometimes Flamestrike since it can probably clear the board most of the time. Even then some of these AOEs are only included as one-offs (while Frost Nova and Blizzard will often be 2 offs, Cone of Cold and Flamestrike are 1 offs at best). Given this there is no reason to run an AOE like Volcanic Potion since if you really need it I think Cone of Cold is superior.
2. Reno Mage - This is the only kind of deck where I would consider the card, but still you would only run one and that is if you really need an extra AOE, which I really doubt given the fact that Mage has some pretty powerful AOE cards and thus isn't very likely to need this.
3. Control Mage - For similar reasons to the above you will run the other AOEs
Now, I didn't say since tempo can't play it, it isn't good. What I am saying is that it is a bad tempo card and also a bad control card. In control it is bad because the effect is too small. Even now Midrange Shaman minions have health at about 3 so this doesn't cut it. Given the buff in hand Grimy Goon mechanic this card becomes even harder to justify (given that Zoolock will probably lose some popularity with Midrange Shaman and the Grimy Goons deck pushing it out, according to me at least). So sure it is a control card, but it is a bad control card. If it was 4 mana for 3 damage I would agree that it is a good card, but as it is it would require you to sacrifice a minion of yours with spell damage to do any real damage. So you are wrong.
Extra Edit: I would love to see an effect like this in some other classes that don't have the options that Mage does, but in Mage specifically I think it isn't good enough given the other options the class has available to itself.
Really? A lot of people seem to think too highly of this card based on the votes. Mage has a lot of high quality board clears and this one is terrible given that it also damages your board. I would much rather run Arcane Explosion with spell damage minions. I think that Blizzard designed this card in this way on purpose. Firstly, it isn't runnable by Tempo Mage, the most popular archetype for Mage atm, and second it adds a relatively bad spell to the pool of mage spells given the myriad of effects that generate random mage spells this would make all of them slightly worse. So I can understand why it was printed, but not why people vote it so highly.
Lol tell me more about freeze/reno/control mage having a lot of minions on board.
It's a CONTROL card not a TEMPO card, just because it doesn't fit in tempo mage it doesn't mean that it's a bad card.
I will tell you more since you don't seem to know what you are talking about.
1. Freeze Mage - This archetype would never run this card, since the main point of AOEs in this class is disruption as such only freezing AOEs will see play and sometimes Flamestrike since it can probably clear the board most of the time. Even then some of these AOEs are only included as one-offs (while Frost Nova and Blizzard will often be 2 offs, Cone of Cold and Flamestrike are 1 offs at best). Given this there is no reason to run an AOE like Volcanic Potion since if you really need it I think Cone of Cold is superior.
2. Reno Mage - This is the only kind of deck where I would consider the card, but still you would only run one and that is if you really need an extra AOE, which I really doubt given the fact that Mage has some pretty powerful AOE cards and thus isn't very likely to need this.
3. Control Mage - For similar reasons to the above you will run the other AOEs
Now, I didn't say since tempo can't play it, it isn't good. What I am saying is that it is a bad tempo card and also a bad control card. In control it is bad because the effect is too small. Even now Midrange Shaman minions have health at about 3 so this doesn't cut it. Given the buff in hand Grimy Goon mechanic this card becomes even harder to justify (given that Zoolock will probably lose some popularity with Midrange Shaman and the Grimy Goons deck pushing it out, according to me at least). So sure it is a control card, but it is a bad control card. If it was 4 mana for 3 damage I would agree that it is a good card, but as it is it would require you to sacrifice a minion of yours with spell damage to do any real damage. So you are wrong.
Extra Edit: I would love to see an effect like this in some other classes that don't have the options that Mage does, but in Mage specifically I think it isn't good enough given the other options the class has available to itself.
Yup, I totally don't know what I'm talking about.. Thank you so much for your enlightenment!
Yup, I totally don't know what I'm talking about.. Thank you so much for your enlightenment!
You are welcome. Thanks for being sarcastic while also having nothing to back up what you say. I can understand that you aren't happy that I had actual arguments for my original assessment of the card, but if you don't have something to add to the conversation don't waste the time of people reading this thread.
While this card doesn't fit the Tempo Mage archetype well, it could totally see play in a certain type of Mage deck. Most Control Priest decks in Standard already run a similar card - Excavated Evil.
If you already have a spell damage minion on board, this has the same board impact as Excavated Evil, but for 2 mana less and doesn't have the downside of giving your opponent a copy of the spell. If you don't already have a spell damage minion, throw down a Kobold Geomancer/Bloodmage Thalnos/Cult Sorcerer plus this card and you still have the 3 damage to all minions for the same 5 mana (again, without giving your opponent a copy).
Everyone keeps saying that Mage already has all this great AOE, but it is relatively expensive AOE (Blizzard/Flamestrike). This provides a much earlier option for potentially clearing a board on T3 that only Shaman (Lightning Storm) and Warlock (Demonwrath) had up until now.
One more point - remember Explosive Sheep? Plenty of Control Mage decks ran that for an early-game board clear. It had the same effect as Volcanic Potion, but to get the immediate impact from Explosive Sheep you needed 4 mana (2 for the minion and 2 for the hero power ping).
While this card doesn't fit the Tempo Mage archetype well, it could totally see play in a certain type of Mage deck. Most Control Priest decks in Standard already run a similar card - Excavated Evil.
If you already have a spell damage minion on board, this has the same board impact as Excavated Evil, but for 2 mana less and doesn't have the downside of giving your opponent a copy of the spell. If you don't already have a spell damage minion, throw down a Kobold Geomancer/Bloodmage Thalnos/Cult Sorcerer plus this card and you still have the 3 damage to all minions for the same 5 mana (again, without giving your opponent a copy).
Everyone keeps saying that Mage already has all this great AOE, but it is relatively expensive AOE (Blizzard/Flamestrike). This provides a much earlier option for potentially clearing a board on T3 that only Shaman (Lightning Storm) and Warlock (Demonwrath) had up until now.
One more point - remember Explosive Sheep? Plenty of Control Mage decks ran that for an early-game board clear. It had the same effect as Volcanic Potion, but to get the immediate impact from Explosive Sheep you needed 4 mana (2 for the minion and 2 for the hero power ping).
Nice someone with an argument. Excavated Evil is in my opinion superior to Volcanic Potion since the 3 damage is better overall and shuffling it into an aggressive deck can be pretty disruptive for their strategy. On the spell damage minion argument you are wrong according to me. I mean assuming that your opponent has a board (since otherwise there is no reason to clear), you would have to be playing against someone who is very bad to have a spell damage minion stick. No good player would leave it up, given how destructive the card is to their board if you do have AOE. Also you did pay 5 mana since the minion dies and you used 2 cards to get the same effect you get in Priest for 1. Usually a single card is superior if it has the effects of 2 cards attached to it (at equal or smaller cost).
When Explosive Sheep was played our Shaman overlords weren't around and so 2 Health was actually good enough, whereas with Shaman you need 3 damage to kill a good amount of minions. On top of that with the new cards the Grimy Goons are getting 2 damage seems even worse than it seemed originally (good luck clearing those boards with a 2 damage AOE). The deck that this card is pretty good against is Zoolock and that has been losing popularity since Midrange Shaman can afford to run 4 AOEs and with the Grimy Goons faction mechanic I think that will remain the case, since Zoolock can't compete with decks that play efficient minions with buffs already tacked on from hand.
The best argument for why this wont be good is Grimy goons. Everything in the 3 best agro classeas are going to have 3 health or more from turn 3 on. Most lots more.
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The more I look at this card the worse it gets. Demonwrath is probably the worst card you put into Renolock, if you put it in at all, and this is a WORSE version of it. Why wouldn't you just run arcane explosion and bloodmage/cult? It's two cards and one more mana, sure, but it doesn't injure your minions and it gives you a minion in play.
Bad, bad, junkyard card. The text SHOULD be "deal 2 damage to all minions; your minions are immune if you have no duplicates in your deck"
Team 5 is such trash when it comes to proper balancing, why is it that Mage must always get all the board clears ? Most other classes struggle for spells like this and Mage has them in spades. I thought they would have been more self aware of Arena since the balance is laughable, looks like Mage is still getting broken shit to keep them cemented at the top. Very saddened to see this card.
Hellfire transformed into a smaller damage-dealer card which not damages the players.
They released crap loads of epics so far, many that just make you question, "why is this card epic?....ah $$." Yet this is a card that really should have been epic (like nearly all future good mage spells), yet it is not. Do the devs know their own game or...?
Reno Mage is looking top notch.
Seems like a great card to me. Not going to be very useful in Tempo mage considering all of the low health minions, but certainly could see its way into possibly freezemage if the meta requires it. If not freeze mage this card might have some troubles finding a home.
My magic will tear you apart!
I will tell you more since you don't seem to know what you are talking about.
1. Freeze Mage - This archetype would never run this card, since the main point of AOEs in this class is disruption as such only freezing AOEs will see play and sometimes Flamestrike since it can probably clear the board most of the time. Even then some of these AOEs are only included as one-offs (while Frost Nova and Blizzard will often be 2 offs, Cone of Cold and Flamestrike are 1 offs at best). Given this there is no reason to run an AOE like Volcanic Potion since if you really need it I think Cone of Cold is superior.
2. Reno Mage - This is the only kind of deck where I would consider the card, but still you would only run one and that is if you really need an extra AOE, which I really doubt given the fact that Mage has some pretty powerful AOE cards and thus isn't very likely to need this.
3. Control Mage - For similar reasons to the above you will run the other AOEs
Now, I didn't say since tempo can't play it, it isn't good. What I am saying is that it is a bad tempo card and also a bad control card. In control it is bad because the effect is too small. Even now Midrange Shaman minions have health at about 3 so this doesn't cut it. Given the buff in hand Grimy Goon mechanic this card becomes even harder to justify (given that Zoolock will probably lose some popularity with Midrange Shaman and the Grimy Goons deck pushing it out, according to me at least). So sure it is a control card, but it is a bad control card. If it was 4 mana for 3 damage I would agree that it is a good card, but as it is it would require you to sacrifice a minion of yours with spell damage to do any real damage. So you are wrong.
Extra Edit: I would love to see an effect like this in some other classes that don't have the options that Mage does, but in Mage specifically I think it isn't good enough given the other options the class has available to itself.
You are welcome. Thanks for being sarcastic while also having nothing to back up what you say. I can understand that you aren't happy that I had actual arguments for my original assessment of the card, but if you don't have something to add to the conversation don't waste the time of people reading this thread.
While this card doesn't fit the Tempo Mage archetype well, it could totally see play in a certain type of Mage deck. Most Control Priest decks in Standard already run a similar card - Excavated Evil.
If you already have a spell damage minion on board, this has the same board impact as Excavated Evil, but for 2 mana less and doesn't have the downside of giving your opponent a copy of the spell. If you don't already have a spell damage minion, throw down a Kobold Geomancer/Bloodmage Thalnos/Cult Sorcerer plus this card and you still have the 3 damage to all minions for the same 5 mana (again, without giving your opponent a copy).
Everyone keeps saying that Mage already has all this great AOE, but it is relatively expensive AOE (Blizzard/Flamestrike). This provides a much earlier option for potentially clearing a board on T3 that only Shaman (Lightning Storm) and Warlock (Demonwrath) had up until now.
One more point - remember Explosive Sheep? Plenty of Control Mage decks ran that for an early-game board clear. It had the same effect as Volcanic Potion, but to get the immediate impact from Explosive Sheep you needed 4 mana (2 for the minion and 2 for the hero power ping).
The best argument for why this wont be good is Grimy goons. Everything in the 3 best agro classeas are going to have 3 health or more from turn 3 on. Most lots more.