I am the only one thinking 10 spells is too much? You already win or lost in that point of the game, the few things don't make me call this card crap tier is the 2/3 draw a card because deny the card disavantage, the lack of a hero card for mage and the twin spells but 6 or maximum 8 spells will be much more reasonable.
Shaman quest have a more powerful effect and is way easier to complete.
You don't play much, do you? CycloneMage is a thing and 10 spells aren't very hard for mage at all.
Even this card will struggle early in #Standard, in Wild it will be bonkers for sure.
bad and won't see play in competitive environments trust me
Trust you ... because you were so right about Jepetto Joybuzz?
"Won't see play" is never a prediction anyone should trust, especially when we haven't seen the whole set yet.
excuse me? which competitive standard deck successfully runs jepetto currently?
also even jepetto is way better than this terrible hero power tied to a quest that don't make sense together.
plus quests always have the downside that you start with one card less. old quests could make up for that because some of them were so powerful that they'd win you the game right away more or less. these new ones aren't anything like that.
bad and won't see play in competitive environments trust me
Trust you ... because you were so right about Jepetto Joybuzz?
"Won't see play" is never a prediction anyone should trust, especially when we haven't seen the whole set yet.
excuse me? which competitive standard deck successfully runs jepetto currently?
also even jepetto is way better than this terrible hero power tied to a quest that don't make sense together.
plus quests always have the downside that you start with one card less. old quests could make up for that because some of them were so powerful that they'd win you the game right away more or less. these new ones aren't anything like that.
we will talk in 1,5 month again. I just remember on TrumpSC's Rating:
Big value generator. Gives you a spell to play every turn basically. There's not really any dreadful mage spells in the pool right now. We saw with Deathstalker and we've always seen with Life Tap how good a hero power that gives you card advantage can be.
plus quests always have the downside that you start with one card less. old quests could make up for that because some of them were so powerful that they'd win you the game right away more or less. these new ones aren't anything like that.
the discount is nice but ping is usually better, if you can somehow compile a list that runs out of steam and needs random spell generation, this is ok
Certainly a strong Quest, but this will probably need some additional support besides just Antonidas. The 10 spells seems relatively easy to complete, but could a control type mage really beat a control warrior with Boom hero power?
the discount is nice but ping is usually better, if you can somehow compile a list that runs out of steam and needs random spell generation, this is ok
No, the discount is awesome because you can keep the cheaper spell for later, free card + discount is much better than ping.
The problem I see with this quest is 10 spells requirement is way too high, the games you don't go second wih the extra card and the coin can end with 8 or 9 spells played and you screwed with any more spells to play.
Are people seeing that the shaman quest reward hero power has a 2 mana activation cost? Cause that restricts the benefit of it, like no Shudderwock without far sight or jepetto
Are people seeing that the shaman quest reward hero power has a 2 mana activation cost? Cause that restricts the benefit of it, like no Shudderwock without far sight or jepetto
But doubled cheap battlecry turns will be insane, x2 spell, 4 damage, x2 lackeys, 6 damage/6 heal and maybe gain control of x2 enemy minions, etc...
Both quests should have 8 for requirement, 6 is too low and 10 is too high.
I think this quest might end up being better than some give it credit for. Yes, its another RNG card effect, but Mage has really good spells. Even Pyroblast is immediately playable if you get it from this.
Playing 10 spells also isn't that hard (but if this spell doesn't see play, I can see it being buffed by having the number lowered). And honestly, what else are you going to do on turn 1?
I agree, this card seems very powerful and underrated. You can get board clears, face damage spells, actually secret secrets, and minion summoning spells too.
My only issue with the card is that the completion is pretty much the same as with the old quest. Sure you dont need to play spell generation cards, but you probably want to. So basically you will complete this quest the same way, with the same cards as you did with the previous quest.
This card will be amazing if mage can finally get some survival tools in the post-deathknight/Ice Block meta. Trading your ping for infinite value (even random) is great if you can slow the game down and control the board, never mind if you lucky and get a bomb off of this. Sadly, if mage doesn't get survival tools, this card is likely a trap that will get murdered by aggressive decks.
This card will be amazing if mage can finally get some survival tools in the post-deathknight/Ice Block meta. Trading your ping for infinite value (even random) is great if you can slow the game down and control the board, never mind if you lucky and get a bomb off of this. Sadly, if mage doesn't get survival tools, this card is likely a trap that will get murdered by aggressive decks.
Mage has great survival tools that they can play in their deck AND generate from the quest hero power, what are you talking about? Direct healing? There are some nice lifesteal cards in the game
In an honest deck this isn't good because what's going to happen is you'll have 2 many spells and not enough minions. However. if you play this in a Mana Cyclone deck with giants or something.... it's pretty good.
This card will be amazing if mage can finally get some survival tools in the post-deathknight/Ice Block meta. Trading your ping for infinite value (even random) is great if you can slow the game down and control the board, never mind if you lucky and get a bomb off of this. Sadly, if mage doesn't get survival tools, this card is likely a trap that will get murdered by aggressive decks.
Mage has great survival tools that they can play in their deck AND generate from the quest hero power, what are you talking about? Direct healing? There are some nice lifesteal cards in the game
these examples are a liability in the bomb hunter and bomb warrior era. you stall sure, but if you don't kill them they will kill you ;)
Never underestimate any card like this. All it can take is one powerful synergy to make it broken and for people to constantly bitch for a nerf.
Trust you ... because you were so right about Jepetto Joybuzz?
"Won't see play" is never a prediction anyone should trust, especially when we haven't seen the whole set yet.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
You don't play much, do you? CycloneMage is a thing and 10 spells aren't very hard for mage at all.
Even this card will struggle early in #Standard, in Wild it will be bonkers for sure.
My first created Hearthstone cards:
excuse me? which competitive standard deck successfully runs jepetto currently?
also even jepetto is way better than this terrible hero power tied to a quest that don't make sense together.
plus quests always have the downside that you start with one card less. old quests could make up for that because some of them were so powerful that they'd win you the game right away more or less. these new ones aren't anything like that.
we will talk in 1,5 month again. I just remember on TrumpSC's Rating:
"Caverns Below, 1 Star".
My first created Hearthstone cards:
Big value generator. Gives you a spell to play every turn basically. There's not really any dreadful mage spells in the pool right now. We saw with Deathstalker and we've always seen with Life Tap how good a hero power that gives you card advantage can be.
So ... you know about Questing Explorer, right?
(And Jepetto is in Control Shaman. It may not be a tier 1 deck, but it IS seeing play with a decent win rate.)
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
the discount is nice but ping is usually better, if you can somehow compile a list that runs out of steam and needs random spell generation, this is ok
Certainly a strong Quest, but this will probably need some additional support besides just Antonidas. The 10 spells seems relatively easy to complete, but could a control type mage really beat a control warrior with Boom hero power?
No, the discount is awesome because you can keep the cheaper spell for later, free card + discount is much better than ping.
The problem I see with this quest is 10 spells requirement is way too high, the games you don't go second wih the extra card and the coin can end with 8 or 9 spells played and you screwed with any more spells to play.
Are people seeing that the shaman quest reward hero power has a 2 mana activation cost? Cause that restricts the benefit of it, like no Shudderwock without far sight or jepetto
But doubled cheap battlecry turns will be insane, x2 spell, 4 damage, x2 lackeys, 6 damage/6 heal and maybe gain control of x2 enemy minions, etc...
Both quests should have 8 for requirement, 6 is too low and 10 is too high.
I agree, this card seems very powerful and underrated. You can get board clears, face damage spells, actually secret secrets, and minion summoning spells too.
My only issue with the card is that the completion is pretty much the same as with the old quest. Sure you dont need to play spell generation cards, but you probably want to. So basically you will complete this quest the same way, with the same cards as you did with the previous quest.
This card will be amazing if mage can finally get some survival tools in the post-deathknight/Ice Block meta. Trading your ping for infinite value (even random) is great if you can slow the game down and control the board, never mind if you lucky and get a bomb off of this. Sadly, if mage doesn't get survival tools, this card is likely a trap that will get murdered by aggressive decks.
Ray of Frost
Frost Nova
Blizzard
Mage has great survival tools that they can play in their deck AND generate from the quest hero power, what are you talking about? Direct healing? There are some nice lifesteal cards in the game
In an honest deck this isn't good because what's going to happen is you'll have 2 many spells and not enough minions. However. if you play this in a Mana Cyclone deck with giants or something.... it's pretty good.
Carpe Diem - Seize the day
these examples are a liability in the bomb hunter and bomb warrior era. you stall sure, but if you don't kill them they will kill you ;)
He didn't claim that he called it.
O.o o.O
You can play this by default in almost any Mage deck, not meta-defining but can be a strong addition for sure.