Kinda crap without good supporting cards. A lot of time cards that are kinda crap without other cards to combo with just don't make the cut. I suspect this card fails to live up to expectations.
Kinda crap without good supporting cards. A lot of time cards that are kinda crap without other cards to combo with just don't make the cut. I suspect this card fails to live up to expectations.
The new 2/2 minion make this card and the 1 mana twinspell good cards, in Wild a turn with Sorcerer Aprentice and Flamewaker will be insane.
Would this card not discover any 3 or less cost spell in the game? It doesn't say anything about it being a Mage spell. On that note, when playing standard, is discover limited to cards in the standard pool?
Would this card not discover any 3 or less cost spell in the game? It doesn't say anything about it being a Mage spell. On that note, when playing standard, is discover limited to cards in the standard pool?
Discover as a rule only applies to cards from the class and neutrals. There are no neutral spells, so you'll always get mage spells.
And yes, standard discover applies to standard unless stated otherwise.
Would this card not discover any 3 or less cost spell in the game? It doesn't say anything about it being a Mage spell. On that note, when playing standard, is discover limited to cards in the standard pool?
Discover as a rule only applies to cards from the class and neutrals. There are no neutral spells, so you'll always get mage spells.
And yes, standard discover applies to standard unless stated otherwise.
OK. I was thinking it worked like those summon a random minion or add a random card to your hand cards, which I'm pretty sure could pull cards from any class. I hope I'm remembering how those work correctly.
Apprentice, Cyclone and this card are adding up to a Tempo style deck in which you play a bunch of spells in 1 turn, then you get more spells back.
Turn 5 play can lead to some crazy plays. Apprentice and Magic Trick for free. Discover a 1 cost spell. Play it for free. If it's Magic Trick, repeat and rinse. Then play Cyclone to get a bunch of spells back in your hand. If any of them are Magic Trick, play that for free.
But what can you do with all of these spells? Remember that Raven card that generated minions? Ah yes, this definitely fits into that deck.
The spells kill minions or Counter Spell protects your board.
If there are any more support cards, this is a key card to the whole thing.
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looks good if you are looking to trigger "on spell cast effects" aka mana wyrm was nerfed for this
Can include secrets is important to note, tempo/small spell mage is something to look out for as a potential powerhouse.
Edit: The Card Art is Meta-Defining, the city of magic never stops to amaze
Kinda crap without good supporting cards. A lot of time cards that are kinda crap without other cards to combo with just don't make the cut. I suspect this card fails to live up to expectations.
Galavant Animation
Spell heavy decks will love this.
The new 2/2 minion make this card and the 1 mana twinspell good cards, in Wild a turn with Sorcerer Aprentice and Flamewaker will be insane.
Oh look, a 1 cost spell Mages can play in the early game. Thank you.
Good for Tempo Mage, but can someone call Kalecgos, he's crying.
Would this card not discover any 3 or less cost spell in the game? It doesn't say anything about it being a Mage spell. On that note, when playing standard, is discover limited to cards in the standard pool?
Discover as a rule only applies to cards from the class and neutrals. There are no neutral spells, so you'll always get mage spells.
And yes, standard discover applies to standard unless stated otherwise.
Did anyone notice he's doing the detach your finger magic trick?
The art on this card is amazing!
Am I missing something, or is this easing up Archmage Antonidas play? You only need this and just one Sorcerer's Apprentice to generate 2, potentially even more Fireballs?
OK. I was thinking it worked like those summon a random minion or add a random card to your hand cards, which I'm pretty sure could pull cards from any class. I hope I'm remembering how those work correctly.
What are you talking about. Gadgetzan Auctioneer has literally never seen play in mage in the past few years.
Here to punish the bad posts, so you don't have to.
Apprentice, Cyclone and this card are adding up to a Tempo style deck in which you play a bunch of spells in 1 turn, then you get more spells back.
Turn 5 play can lead to some crazy plays. Apprentice and Magic Trick for free. Discover a 1 cost spell. Play it for free. If it's Magic Trick, repeat and rinse. Then play Cyclone to get a bunch of spells back in your hand. If any of them are Magic Trick, play that for free.
But what can you do with all of these spells? Remember that Raven card that generated minions? Ah yes, this definitely fits into that deck.
The spells kill minions or Counter Spell protects your board.
If there are any more support cards, this is a key card to the whole thing.