On second though this might see play in freeze mage. You can allow yourself to play this weapon if you pulled of Frost Nova - Doomsayer on turn 5. Still 9 cards in 3 turns might lead you to milling yourself.
Another shity card...wow 3 extremely bad legendarys revealed to completely kill the hype. The thing is, this only finds playe in a control/combo deck however if you have played freeze and exodia you know Handcap is a problem and turn 6 is Blizzard. this is unplayable.
I know some of you won't take my opinion seriously - but I think, that a) this card has some potential to become popular in the next expansion or in the near future b) to be used in aggro and tempo decks (maybe such as secret mage).
Let's begin with the obvious - while skipping a turn is more acceptable in slower decks - either control or combo, like people said, those types of decks always have their hands full, so overdrawing with this weapon would occur quite often if not always. Discarding a vital removal or a combo piece will just lose you the game on the spot.
But that said, having the ability to draw isn't something bad, you get more fuel to push forward. So where wouldn't drawing a lot of cards punish the player?
That's why I'm calling that current and future aggro mage decks will benefit from this card. It will be used if not as a staple, then at least as a tech card. And I think so, because for faster decks drawing one extra card would mean increasing your chances to find the needed reach. So I call it - secret mage. While, Yes, losing your turn 6 for a plain weapon (and 3 cards) can be considered as skipping a turn, aka giving up tempo, this will be like an insurance, that you will have something to play against control decks later on. That you will constantly contest the board. Since you have the ability to play things cheaply (crystal runner or spells from primordial), you can always keep your tempo going after playing the weapon. And if you face something different than a slow deck, then you will just mulligan away the weapon.
the best i could give this is playable. drawing 4 cards a turn if aggressive mage decks with low cost curves become a thing its good. but the problem with this card is that your milling yourself to death when you play it. Late late game draw of the card its dead in hand. Drawing this with 7 or less cards in your deck it could actually kill you to play it. Also you need to empty at least 3 cards a turn out of your hand with mage using it to make it get the value you want every turn. + harrison jones will become super popular with all the weapons so you might just be buring your turn 6 to your opponent for 3 cards. I want to think this is better than it is but cant see it im sticking with playable flamewalker not being core but may change once more cards appear.
This card cant be play in control mage or exodia mage because they always have 7-10 cards in hand. I dont want to mill my decks with this. I think its will work in deck like secret mage which already have no hands in turn 6 or 7.. Or maybe there will be a new archtype decks for mage around this.
I dont think this goes into existing decks. Maybe upgrading it and synergies with lot of small minions or spells can be a thing. Giants could fit in such a deck.
This needs more support. People talk about aggro mage, turn 6 it is pretty late for that kind deck. The last decent version curved out on Flamewaker and ran Thalnos+Loot hoarders and leper gnomes, aiminng to finish the game with burn before the 2nd Ice Block was broken.
It does not lose durability. Some weapons in Hearthstone do, but you can see it in the card text. The only reason why this and priest weapon have 3 instead of 1 durability is to prevent every deck playing Patches package
Taking into account its cost (nothing less than 6 crystals of mana, so it can be used only very late) and that there is no possible way of getting rid of this weapon by ourselves once we equip it (as durability points don't decrease per use) I would consider this card as CRAP and a SUICIDEplaying it.
I would change that draw-cards-effect to other more appropriate and less harmful (perhaps reducing the mana cost or increasing Spell Damage of all-spells / a-random-one in hand?) or at least setting its attack to something (like Atiesh) so we can have more flexibility with it.
Anyway, another objectively bad legendary card for mages.. AGAIN, as it couldn't be otherwise...
When I look at this card, Jeeves immediately comes to mind. Aggro druid regularly runs Jeeves and aggro shaman sometimes does. Refilling your hand in aggro decks is just really good. It is good for 6 mana though? I'm going to say yes because aggro freeze mage is a thing.
I think this card will be good, at least in Wild where mage has a lot more burn options. The question just remains if you can survive paying 6 mana to set this up.
For me this card doesn't loose durability at the end of the turn, you can draw unlimited cards, but this is a bad thing too, your opponent can play around this and can watch you burning cards and getting into fatigue.
Rollback Post to RevisionRollBack
Maybe... nah nah nah nah
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On second though this might see play in freeze mage. You can allow yourself to play this weapon if you pulled of Frost Nova - Doomsayer on turn 5. Still 9 cards in 3 turns might lead you to milling yourself.
Daring Reporter buff. :D
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
The first few days of the expansion everyone and their mothers will have Oozes and Harrison Jones in their decks.
quite possibly too much draw
Another shity card...wow 3 extremely bad legendarys revealed to completely kill the hype. The thing is, this only finds playe in a control/combo deck however if you have played freeze and exodia you know Handcap is a problem and turn 6 is Blizzard. this is unplayable.
I know some of you won't take my opinion seriously - but I think, that a) this card has some potential to become popular in the next expansion or in the near future b) to be used in aggro and tempo decks (maybe such as secret mage).
Let's begin with the obvious - while skipping a turn is more acceptable in slower decks - either control or combo, like people said, those types of decks always have their hands full, so overdrawing with this weapon would occur quite often if not always. Discarding a vital removal or a combo piece will just lose you the game on the spot.
But that said, having the ability to draw isn't something bad, you get more fuel to push forward. So where wouldn't drawing a lot of cards punish the player?
That's why I'm calling that current and future aggro mage decks will benefit from this card. It will be used if not as a staple, then at least as a tech card. And I think so, because for faster decks drawing one extra card would mean increasing your chances to find the needed reach. So I call it - secret mage. While, Yes, losing your turn 6 for a plain weapon (and 3 cards) can be considered as skipping a turn, aka giving up tempo, this will be like an insurance, that you will have something to play against control decks later on. That you will constantly contest the board. Since you have the ability to play things cheaply (crystal runner or spells from primordial), you can always keep your tempo going after playing the weapon. And if you face something different than a slow deck, then you will just mulligan away the weapon.
Its ultimate infestation. Even trump said it on stream. Its like super divine favor.
Play Secret Mage or Tempo Mage or Agrro Mage.
The card is busted as hell.
the best i could give this is playable. drawing 4 cards a turn if aggressive mage decks with low cost curves become a thing its good. but the problem with this card is that your milling yourself to death when you play it. Late late game draw of the card its dead in hand. Drawing this with 7 or less cards in your deck it could actually kill you to play it. Also you need to empty at least 3 cards a turn out of your hand with mage using it to make it get the value you want every turn. + harrison jones will become super popular with all the weapons so you might just be buring your turn 6 to your opponent for 3 cards. I want to think this is better than it is but cant see it im sticking with playable flamewalker not being core but may change once more cards appear.
Assemble all 5 pieces of the forbidden one and you automatically win the duel. Heh.
This card cant be play in control mage or exodia mage because they always have 7-10 cards in hand. I dont want to mill my decks with this. I think its will work in deck like secret mage which already have no hands in turn 6 or 7.. Or maybe there will be a new archtype decks for mage around this.
It will be fun to see Mages frying their own decks.
Unless they are going to introduce multiple shuffle cards that increase your deck size.
I think thsi fits really well in secret/aggro mage, that deck needs the draw
Ohhh nice, just give a Mage some cheap face-damage spell (like old good Torch) and aggro-burn-face deck is playable again :)
I dont think this goes into existing decks. Maybe upgrading it and synergies with lot of small minions or spells can be a thing. Giants could fit in such a deck.
This needs more support. People talk about aggro mage, turn 6 it is pretty late for that kind deck. The last decent version curved out on Flamewaker and ran Thalnos+Loot hoarders and leper gnomes, aiminng to finish the game with burn before the 2nd Ice Block was broken.
Maybe I will make it again?? Reno=autoloss...
Editor of the Heartpwn Legendary Crafting Guide:
https://www.hearthpwn.com/forums/hearthstone-general/card-discussion/205920-legendary-tier-list-crafting-guide
It does not lose durability. Some weapons in Hearthstone do, but you can see it in the card text. The only reason why this and priest weapon have 3 instead of 1 durability is to prevent every deck playing Patches package
Its so amuzing. That people forgot Aggro Mage was a thing when torch was in the meta. And they used coldlights to draw burn.
The card is busted in Aggro Mage or Secret Mage.
You cut 1 AI and just playa the best mid/aggro minions.
Hell we might even see patches in mage.
Taking into account its cost (nothing less than 6 crystals of mana, so it can be used only very late) and that there is no possible way of getting rid of this weapon by ourselves once we equip it (as durability points don't decrease per use) I would consider this card as CRAP and a SUICIDE playing it.
I would change that draw-cards-effect to other more appropriate and less harmful (perhaps reducing the mana cost or increasing Spell Damage of all-spells / a-random-one in hand?) or at least setting its attack to something (like Atiesh) so we can have more flexibility with it.
Anyway, another objectively bad legendary card for mages.. AGAIN, as it couldn't be otherwise...
When I look at this card, Jeeves immediately comes to mind. Aggro druid regularly runs Jeeves and aggro shaman sometimes does. Refilling your hand in aggro decks is just really good. It is good for 6 mana though? I'm going to say yes because aggro freeze mage is a thing.
I think this card will be good, at least in Wild where mage has a lot more burn options. The question just remains if you can survive paying 6 mana to set this up.
For me this card doesn't loose durability at the end of the turn, you can draw unlimited cards, but this is a bad thing too, your opponent can play around this and can watch you burning cards and getting into fatigue.
Maybe... nah nah nah nah