In turn 5 you can play Doomsayer + Frost Nova, the optimal play of the weapon is an empty board.
Frost Nova + Doomsayer is a combination most suited for Control style decks, which are a style of deck that doesn't use all that many cheap cards that can be used multiple times to empty the hand. This weapon won't work well in Control oriented strategies because you are more likely to burn cards with this than to make good use of it. Control decks will have expensive cards filling their hand too fast that cannot be used all in one turn.
For this weapon to be played, it need to be played when you have control of the board and be able to skip a turn of board development, so that is something more suited for and aggressive deck. Even still, you will only use this when you are either extremely ahead and don't need to push more tempo, or when you already empty handed and want to draw burn to finish the game.
I think the weapon fit control with right deckbuilding.
You run a lot of cheap minions/removals like frostbolt, crabs, mistress, doomsayer + frost nova, etc...
Some board control spell like Meteor or Flamestrike for Medivh value.
Don't use AI, instead use the weapon and Medivh for draw and Alex for finishing, maybe Elise for help a little in fatigue.
My Harrison Jones is going to be seeing LOTS of play next expansion.
I have an odd feeling that Legendary weapons might be unremovable like the quests..
I seriously doubt that b/c Ashbringer is legendary and destroyable
the ashbringer is not considered a lot lengendary weapon in hearthstone it has no drake.
Quests are spells like any other - can be counterspelled, mana binded etc.
I really don't follow your logic. Don't expect Ashbringer, Frostmourne and Atiesh to look like a craftable legendary weapon as they're not. They are generated, tokens.
was it determined if these weapons lose charges when they are activated? going through 4 cards a turn with no way to turn it off could be ridiculous liability.
either way, this seems too risky to play in any currently existing mage combo archetypes.
I think this card is garbage because by the time you can play this which is either t5 with the coin or t6 you're gonna have 3 or 4 cards from opening hand plus 6 / 5 draws at the start of each turn meaning you've already gone through 9 cards, leaving 21 in your deck. Drawing at a rate of 4 per turn will set you to fatigue after just 5 more turns and then draw you into fatigue four times as fast as normal.
also this is garbage in exodia mage because the more combo pieces you draw the more clogged your hand becomes and being forced to play at least 4 cards a turn with so much extra card generation to complete the quest without milling yourself basically means massive misplays and awkward use of spells.
The only deck I can see this kind of working in is some kinda tempo secret mage as they can ditch cards very fast with Kabal Lackey and Kirin Tor Mage but that is only if you get the dream scenario of exhausting all your cards t5 and dropping this t6. imagine drawing this thing on like t20, its completely useless you'll go to fatigue so fast...
also given mage's nature to drop to extremely low health totals and buy themselves extra turns with Ice Block those turns are gonna go away very very quickly as ice block won't save you from fatigue damage. this is why I think this is not a legendary weapon but rather 400 dust.
This is absolutely bonkers in some manner of Tempo mage, right? There's no way that this isn't.
IM climbing with Tempo mage right now. And tbh, this card will put it over the top. As long as you have Ice Block up, you can afford to drop this and watch as you draw all your burn to kill them the next 2 turns
This card is tailor made for Tempo Mage. You use your early game to push as much dmg in you can get. You play this card, get up iceblock and just draw enough burn to finish of your enemy:
Aluneth has two problems here: high cost and uniqueness. If you get it in your starting hand, it will mean a virtual card disadvantage until you will have 6 mana to cast it. If you don't, you may get it too late.
I like your deck idea, but some cards are strange. Counterspell isn't very good in a Tempo deck, as you're trying to inflict maximum damage. You've probably tried to protect your precious creatures from mass destruction, but I'd say that it would be better to add some Taunt here, since opponent's creatures also can destroy yours.
Ice Lance is cheap, but it isn't going to do much in this deck, since only Frostbolt can freeze here.
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Imo the legendary weapons should be protected from harrison jones and him not being able to steal them.
or i bet we will see certain cards in this set that protect the weapons from being destroyed by oozes and harrison.
Really, I thought it was a little op, unless your opponent is running mill rogue. Imagine the op potential, quest mage, dk jaina, etc.
This is for aggro/tempo mage... just not sure you can take this sort of a hit on turn 6... do nothing to refill hand.
Ibn Fahd.
"Gets removed by Harrison" is not a valid argument for discussing whether this card is good or bad.
That said, I will run it in Exodia mage.
Bad players whine.
Good players adapt.
i dunno i think self mill but i might be wrong be interesting to see this card in play (except in exoda mage nothing at all interesting with that) :D
This is absolutely bonkers in some manner of Tempo mage, right? There's no way that this isn't.
So the way card draw works is: You want to draw into your cards immediately (so that you are not dead the next turn vs aggro) .
Also it's super mega bad into harri or ooze and it can just insta lose you the game .
Therefore I think this is unplayable .
Its funny how everyone thinks that this card is solely intended for control/combo mage
Welcome to the new meta, an aggressive mage that ever runs out of steam!
Have Fun Laddering guys!
was it determined if these weapons lose charges when they are activated? going through 4 cards a turn with no way to turn it off could be ridiculous liability.
either way, this seems too risky to play in any currently existing mage combo archetypes.
This is a good "draw your win condition" card. With 2 ice blocks, you can afford to pass a turn at some point in the game
I think this card is garbage because by the time you can play this which is either t5 with the coin or t6 you're gonna have 3 or 4 cards from opening hand plus 6 / 5 draws at the start of each turn meaning you've already gone through 9 cards, leaving 21 in your deck. Drawing at a rate of 4 per turn will set you to fatigue after just 5 more turns and then draw you into fatigue four times as fast as normal.
also this is garbage in exodia mage because the more combo pieces you draw the more clogged your hand becomes and being forced to play at least 4 cards a turn with so much extra card generation to complete the quest without milling yourself basically means massive misplays and awkward use of spells.
The only deck I can see this kind of working in is some kinda tempo secret mage as they can ditch cards very fast with Kabal Lackey and Kirin Tor Mage but that is only if you get the dream scenario of exhausting all your cards t5 and dropping this t6. imagine drawing this thing on like t20, its completely useless you'll go to fatigue so fast...
also given mage's nature to drop to extremely low health totals and buy themselves extra turns with Ice Block those turns are gonna go away very very quickly as ice block won't save you from fatigue damage. this is why I think this is not a legendary weapon but rather 400 dust.
That's Incredible!
A lower cost and to pick up 3 cards for 6 mana....pretty strong to match up with the high mana legendaries already out for Mage
Aluneth has two problems here: high cost and uniqueness. If you get it in your starting hand, it will mean a virtual card disadvantage until you will have 6 mana to cast it. If you don't, you may get it too late.
I like your deck idea, but some cards are strange. Counterspell isn't very good in a Tempo deck, as you're trying to inflict maximum damage. You've probably tried to protect your precious creatures from mass destruction, but I'd say that it would be better to add some Taunt here, since opponent's creatures also can destroy yours.
Ice Lance is cheap, but it isn't going to do much in this deck, since only Frostbolt can freeze here.