Ah, Time Walk, the card that gave you extra mana, extra attacks, extra card draw, extra end/start of turn effects (don't remember if there were any in alpha/beta), and let your first wave of creatures ignore summon sickness.
This is, of course more expensive, and requires a lot more work to get out, but I think Mage just might deserve something like this by now.
This is more powerful than most people think. I mean, mage is gonna play those 5 spells very quickly anyway, gaining an extra turn doesn't have to end the game but it can turn the tides.
The amount of people underestimating this card is genuinely mind-boggling. Take a moment and think about all those times where you've disconnected mid-game, or you've gone to grab yourself a snack and taken some time to return and discover that only a turn later, your opponent's capitalised on the fact that you're not even there, flooded the board, popped you in the face several times and is even getting his finisher all set up, and you missed your go. So there he goes, throwing everything he can at your face immediately causing the game to just end. The fact that it's quite literally a card is genuinely horrifying.
i voted bad in standar and very good in wild. The extra turn is great ( i have played it in çMTG and is a win) the problem is the requisites of the quest that make it hard to archeive, not for spells generator but for the amount of turns/ mana to generate those. Is not like the warrior quest that has a lot of direct impact taunts as requisite, a a rags for prize
But yes, broken combos will be found. I seriously wish Loatheb or another spell blocker was in standard. In wild, I think most control decks will add him...
Why is everyoneso certain that all this does is "refresh mana"????? it says take another TURN which i would think means a whole freaking turn. you click end, spell kicks in, you gain a mana, and draw a card, and now have (most likely) ten mana to do whatever WITH YOUR OPPONENT NOT HAVING ANSWERED ANYTHING BEFORE!!!! Throw an ice block into that and it's 3 turns you can guarantee not die.
Like if you dont think an extra turn is all that well cool, prolly a magic player tbh they have these effects a lot, but dont make it out bad by claiming "all it does is say spend 5 mana to gain mana and draw a card" cause thats definitely not how this goes.
You don't need to think or assume anything, we've seen the card in action, it is literally just another turn.
i think it's meta defining. The combo showed by disguised toast with 2 molten giant and 2 arcane giants it's super reliable, all mage needs to do is to stay alive, and it doesn't seems so hard with 2 frost nova, 2 ice blocks and 2 blizzards. Will be the cause of many salty threads
basically this card.. it's good for OTKs but it costs too much in my opinion the requirement isn't that hard tbh but the guy on stream had an unrefiuned deck
2x Arcane Giants, 2x Molten giants = 32 damage OTK (kind of OTK xD). watch toast video. Maybe you put this in some kind of freeze mage style deck to draw spell generators and giants and stall the game. almost like the old Echo Giants :O
You either highroll the piss out of someone with randomly generated paveling book effects and win from value alone or you find two shatters and an arcane missiles from a tome and have absolutely dead cards that don't further your quest. In the average where you get a few playable cards this still requires you to have a victory condition built into the deck that does not involve random effects in order for this to be consistently good. I see potentially this being very strong in a freeze or control mage adaptation, especially with elaborate setup cards like Antonidas.
The question about this card isn't if it's good. It's about if it's consistently good enough to be competitive.
I categorize this in the same vein as release Yogg, I don't think that it will be very healthy for the game when we all know that hearthstone is already an incredibly tempo oriented game as it is.
2x Arcane Giants, 2x Molten giants = 32 damage OTK (kind of OTK xD). watch toast video. Maybe you put this in some kind of freeze mage style deck to draw spell generators and giants and stall the game. almost like the old Echo Giants :O
This is exactly what people are going to do. Even if you don't draw one of your giants, you just make up the extra damage with spells or Alex on turn 2
Sorceror's Apprentice*2+New elemental that does the same thing*2->Time Warp->Malygos/Antonidas->Molten Reflection=gg
You mean this priest card? [card]radiant elemental/card]?
But yes, broken combos will be found. I seriously wish Loatheb or another spell blocker was in standard. In wild, I think most control decks will add him...
yeah i'm dumb
fixed combo to use 2 molten reflections instead, works just as well and lets youse mana more efficiently
Ah, Time Walk, the card that gave you extra mana, extra attacks, extra card draw, extra end/start of turn effects (don't remember if there were any in alpha/beta), and let your first wave of creatures ignore summon sickness.
This is, of course more expensive, and requires a lot more work to get out, but I think Mage just might deserve something like this by now.
This is more powerful than most people think. I mean, mage is gonna play those 5 spells very quickly anyway, gaining an extra turn doesn't have to end the game but it can turn the tides.
Since time warp was shown here is d shift
Gain an extra turn after this one.
Subtract 0 from the cost of this card.
Spellboost: Subtract 1 more.
With Antonidas its sounds broken....
The amount of people underestimating this card is genuinely mind-boggling. Take a moment and think about all those times where you've disconnected mid-game, or you've gone to grab yourself a snack and taken some time to return and discover that only a turn later, your opponent's capitalised on the fact that you're not even there, flooded the board, popped you in the face several times and is even getting his finisher all set up, and you missed your go. So there he goes, throwing everything he can at your face immediately causing the game to just end. The fact that it's quite literally a card is genuinely horrifying.
i voted bad in standar and very good in wild. The extra turn is great ( i have played it in çMTG and is a win) the problem is the requisites of the quest that make it hard to archeive, not for spells generator but for the amount of turns/ mana to generate those. Is not like the warrior quest that has a lot of direct impact taunts as requisite, a a rags for prize
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i think it's meta defining. The combo showed by disguised toast with 2 molten giant and 2 arcane giants it's super reliable, all mage needs to do is to stay alive, and it doesn't seems so hard with 2 frost nova, 2 ice blocks and 2 blizzards. Will be the cause of many salty threads
Literally Time Warp from Magic the Gathering.
Would definitely require time and setup to be effective its a max of 15 mana for 1 turn.
We will need to see the speed of the meta to justify this being good. I think no.
https://shadowverse.gamepress.gg/card/dimension-shift
basically this card.. it's good for OTKs but it costs too much in my opinion the requirement isn't that hard tbh but the guy on stream had an unrefiuned deck
seems like a combo with Arcane Giants and alexstraza
Cost is kind of high but otherwise it enables some crazy interactions. I can see people finding a way to make this busted.
2x Arcane Giants, 2x Molten giants = 32 damage OTK (kind of OTK xD). watch toast video. Maybe you put this in some kind of freeze mage style deck to draw spell generators and giants and stall the game. almost like the old Echo Giants :O
Not looking forward to this, I think it's going to be quite oppressive; it's pretty much the closest we can get to cheating. I hope I'm wrong though.
Fun and Interactive.
Drink me up
I see this quest going two ways.
You either highroll the piss out of someone with randomly generated paveling book effects and win from value alone or you find two shatters and an arcane missiles from a tome and have absolutely dead cards that don't further your quest. In the average where you get a few playable cards this still requires you to have a victory condition built into the deck that does not involve random effects in order for this to be consistently good. I see potentially this being very strong in a freeze or control mage adaptation, especially with elaborate setup cards like Antonidas.
The question about this card isn't if it's good. It's about if it's consistently good enough to be competitive.
I categorize this in the same vein as release Yogg, I don't think that it will be very healthy for the game when we all know that hearthstone is already an incredibly tempo oriented game as it is.
Drop your your Doomsayer then timewarp. Clear the board and refill it.
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Spare parts in wild, just saying