The problem with this card is that it happens at the end of your turn, it's less effective that way, but if you are quest mage or some sort of freeze mage, it might be just useful enough, there's also also a concern that you might mill :/
Wanted to press meta-defining, but still: is it necessary in Mage: they already have so much card draw, drawing 3 cards every turn can easily lead to overdraw... in nearly every other class i would say, that card is bonkers, but in Mage it's a ok card. But in the end you only might self-mill yourself with it.
this sounds unimpressive at first but consider this. One of the big problems in Control mage right now is not having access to card draw like classes like Warlock or Priest do.
Moreover this might help Kazakus mage (which suffers from lack of draw even more), thus enabling Inkmaster Solia which could be pretty rad if we get good high cost spells.
I mean, at worst this card is a 6-mana Nourish. I mean, sure Weapon removal is going to be everywhere with class weapons, but that also means that you cn run Harrison Jones for additional card draw as well (and this weapon doesn't really hurt oyu that much if it gets destroyed after one turn).
Don't think it fits any deck. Not for tempo (no tempo), not for quest or control (too slow, won't be able to afford it to play against aggressive decks + milling posibilities).
Could be pretty damn amazing in Burn Mage. Being able to pack your deck with more damaging spells instead of draw spells is HUGE. Not spending that 3 mana on AI or something will make a big difference.
Does anyone know if these weapons ever lose durability? Or do they stay equipped until destroyed? Lose 1 durability per turn maybe? Even if this only works for 3 turns, it's still 9 cards for 6 mana, and in a Burn deck that could make a huge difference.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
I was between very good and playable and I went with very good. Nine cards over 3 turns for 6 mana is really good value and Mages have the control and stall cards to take advantage of it. The biggest concern is the oozes and Harrison Jones may be omnipresent if these Legendary weapons are really good, which would make this card significantly worse.
Atleast you will secure three card draw but it is hard to play atleast 3 card each turn so this fits to decks where you burn your hand too fast. for combo decks such as exodia mage this is a dangerous card to play.
Pro's = Against slower decks you can draw the cards you need to burn out, plus it still gets good value even if you get oozed. Cons = This is pretty much turn 6 pass, doesn't effect the board state and this is a turn when you need to be freezing/removing aggressive decks.
Actually think this works best in aggro mage, as the risk to the slower archetypes is too great. In aggro mage though, this amount of cycle is insane...
Card draw is always extremely powerful so it could be good, it feels like a card that might be tough to get to work consistently with the danger of milling yourself and fatiguing yourself against slow decks.
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sorry for spam, it was too late, when I read mage weapon
ignore this post
Don't seem quite good...
Imagine this going in Exodia Mage. They can rely less on other card draw mechanics as they ramp up for the combo.
The problem with this card is that it happens at the end of your turn, it's less effective that way, but if you are quest mage or some sort of freeze mage, it might be just useful enough, there's also also a concern that you might mill :/
Wanted to press meta-defining, but still: is it necessary in Mage: they already have so much card draw, drawing 3 cards every turn can easily lead to overdraw... in nearly every other class i would say, that card is bonkers, but in Mage it's a ok card. But in the end you only might self-mill yourself with it.
My Harrison Jones is going to be seeing LOTS of play next expansion.
4 cards per turn? Seems to be missing a deck that can handle that for now.
I am not a Mage player, just thought my avatar would go with my name.
'How many Blizzard employees do you need to fix a lamp? It does not matter, because they cannot balance the ladder.'
Check out my homebrewn Paladin deck.
this sounds unimpressive at first but consider this. One of the big problems in Control mage right now is not having access to card draw like classes like Warlock or Priest do.
Moreover this might help Kazakus mage (which suffers from lack of draw even more), thus enabling Inkmaster Solia which could be pretty rad if we get good high cost spells.
I mean, at worst this card is a 6-mana Nourish. I mean, sure Weapon removal is going to be everywhere with class weapons, but that also means that you cn run Harrison Jones for additional card draw as well (and this weapon doesn't really hurt oyu that much if it gets destroyed after one turn).
This is good people. Not flashy, but good.
I tried having fun once. It was awful.
Don't think it fits any deck. Not for tempo (no tempo), not for quest or control (too slow, won't be able to afford it to play against aggressive decks + milling posibilities).
Could be pretty damn amazing in Burn Mage. Being able to pack your deck with more damaging spells instead of draw spells is HUGE. Not spending that 3 mana on AI or something will make a big difference.
Does anyone know if these weapons ever lose durability? Or do they stay equipped until destroyed? Lose 1 durability per turn maybe? Even if this only works for 3 turns, it's still 9 cards for 6 mana, and in a Burn deck that could make a huge difference.
Nature is the Day.
Man is the Sun.
Woman is the Moon.
The Stone is the Sky.
The Art is the Way.
I was between very good and playable and I went with very good. Nine cards over 3 turns for 6 mana is really good value and Mages have the control and stall cards to take advantage of it. The biggest concern is the oozes and Harrison Jones may be omnipresent if these Legendary weapons are really good, which would make this card significantly worse.
How the hell this weapons will work
Atleast you will secure three card draw but it is hard to play atleast 3 card each turn so this fits to decks where you burn your hand too fast. for combo decks such as exodia mage this is a dangerous card to play.
Pro's = Against slower decks you can draw the cards you need to burn out, plus it still gets good value even if you get oozed.
Cons = This is pretty much turn 6 pass, doesn't effect the board state and this is a turn when you need to be freezing/removing aggressive decks.
Control Mage or possibly Aggro Mage next expansion?
Seems good, but obviously a dangerous card for the player.
Actually think this works best in aggro mage, as the risk to the slower archetypes is too great. In aggro mage though, this amount of cycle is insane...
Card draw is always extremely powerful so it could be good, it feels like a card that might be tough to get to work consistently with the danger of milling yourself and fatiguing yourself against slow decks.