Interesting. I like the mechanic, but I think this is more underwhelming than it seems.
I don't think Flamewaker can squeeze into existing Mech Mage archetype. It doesn't have Mech synergy and playing spells for turn 4/5 as a Mech Mage is usually not preferred -- Mech Mage wants a decisive board position by then. Flamewaker, Coin then spare parts on turn 3 sounds pretty good but it's very situational. Compare this to Goblin Blastmage, you have to play 2 spells to get the same value out of it. Even it's 2 spare parts, you're spending 5 mana, getting a 2/4 body with 4 points of random damage. Blastmage requires a mech on board, which most of times you already have it, puts up a 5/4 body (much better) and deal 4 point of damage. So, in Mech Mage deck, Flamewaker is strictly worse than Blastmage and they don't synergize well with each other (Spider Tank is way better than this in Mech Mage).
Maybe it can find a spot in gimmicky Duplicate/Echo deck.
This card very easily fits into Mech Mage? Not sure why you think it won't. The obvious is taking out the Spider Tanks. You only lose +1 attack but the text more then makes up for it on Flamewaker.
Why do you want to have this instead of Spider Tank. Spider Tank is one of the backbones of all Mech Mage decks. It has synergies with with Mech Warper, Tinker Town and most importantly Blastmage, not to mention that it has a better body. Besides, what the on-curve spell are you going to play on turn 4? Fireball? It more of a removal and finisher, not on-curve play.
Arcane misseles Malygos deck seems to have some antiaggro addition!
the problem with this card is that if it will be popular, there maybe a lot of counter-cards in everydeck. Like new cards that benefits of taking damage. and he is absolutely useless against warrior...
Interesting. I like the mechanic, but I think this is more underwhelming than it seems.
I don't think Flamewaker can squeeze into existing Mech Mage archetype. It doesn't have Mech synergy and playing spells for turn 4/5 as a Mech Mage is usually not preferred -- Mech Mage wants a decisive board position by then. Flamewaker, Coin then spare parts on turn 3 sounds pretty good but it's very situational. Compare this to Goblin Blastmage, you have to play 2 spells to get the same value out of it. Even it's 2 spare parts, you're spending 5 mana, getting a 2/4 body with 4 points of random damage. Blastmage requires a mech on board, which most of times you already have it, puts up a 5/4 body (much better) and deal 4 point of damage. So, in Mech Mage deck, Flamewaker is strictly worse than Blastmage and they don't synergize well with each other (Spider Tank is way better than this in Mech Mage).
Maybe it can find a spot in gimmicky Duplicate/Echo deck.
This card very easily fits into Mech Mage? Not sure why you think it won't. The obvious is taking out the Spider Tanks. You only lose +1 attack but the text more then makes up for it on Flamewaker.
Why do you want to have this instead of Spider Tank. Spider Tank is one of the backbones of all Mech Mage decks. It has synergies with with Mech Warper, Tinker Town and most importantly Blastmage, not to mention that it has a better body. Besides, what the on-curve spell are you going to play on turn 4? Fireball? It more of a removal and finisher, not on-curve play.
I agree with this. It's not so obvious to squeeze this into a mech mage deck as some people seem to think. You lose a lot of synergy with mechwarper, tinkertown and blastmage that is crucial for Turn 4/5 to keep up tempo with the mech mage. It doesn't have a great body either and the spare parts are better to keep for Antonidas instead of trying to pull a Flamewaker combo.
I think this card will fit better in spell-heavy control or midrange type decks, but who knows what'll come out of this one...
ridiculously powerful card. Will fill in the neglected 3 mana spot in tempo mage, and can be run in honestly any mage deck. Even freeze like the concept of a strong anti aggro minion.
also, new OTK (only possible on an empty board):
Using minimum to count as an OTK: Flamewalker, Flamewalker, Sorceror's Apprentice, Sorceror's Apprentice, Frostbolt, Frostbolt, Ice Lance Ice Lance= Exactly 30 Damage (for 8 cards)
For maximum overdrive, throw in 2 Arcane missiles for a Grand Total of 44 Damage for 10 cards. Mage already had OTK, but this kind of thing makes it easier to draw, as there are now alternatives To certain pieces. Additionally, this allows general board sweeps against aggro and synergizes with the hero power to mop things up. This is by far the best card revealed, and I'm excited to see what else this expansion will bring.
Gorgeous turn 3 anti aggro turn, is play this, plus coin and arcane missiles for a total of 6 pings!!!! So so beautiful! Arcane Explosion becomes excellent as well. Even turn 10 flamestrike plus this buddy would clean up those pesky 5 health minions!!
I love how mage is becoming the ping class now. Building on their hero power, such synergy! And this card will do very well in spell heavy decks, to improve our 2 mana cards, with unstable portals and frostbolts played after dropping this guy, on turn 4 becoming a free goblin blastmage effect, and further strengthening the mana wyrm turn 1 play!!!
I was drooling over a solid turn 3 option for control mage, since we've always had the awesome turn 4 water elemental. This thing is EXACTLY what i was praying for!!! I'm a VERY happy mage right now.
This card is EXACTLY what the mage class as a whole has always been lacking, and desperately needing. This could take a struggling class and put it back to the top of the meta. (I know mech mage is near the top of the meta, but I HATE playing as mech mage. I prefer duplicate control mage, and THIS puppy gives me what I want, 10/10 kappa)
Solid 3 drop with synergy in ALL mage decks. Should be an auto include in any non mech mage deck.
Now Blizz, give us a mage dragon that can freeze and we are good.
Really, very interesting to point out as a cautionary tale!
MANY new revealed BRM cards are DIRECT, DIRECT counters to this card. The warrior ax-juggler, warlock imp card, even the neutral 1 mana dragon egg, AND, drunken brawlers ALL benefit from the pings sent out by this card.
When (not if) this card becomes standard fare in all non-mech mage decks, there are built in tech cards and anti-flamewalker cards in the meta, to keep this bad boy in check.
Interesting. I like the mechanic, but I think this is more underwhelming than it seems.
I don't think Flamewaker can squeeze into existing Mech Mage archetype. It doesn't have Mech synergy and playing spells for turn 4/5 as a Mech Mage is usually not preferred -- Mech Mage wants a decisive board position by then. Flamewaker, Coin then spare parts on turn 3 sounds pretty good but it's very situational. Compare this to Goblin Blastmage, you have to play 2 spells to get the same value out of it. Even it's 2 spare parts, you're spending 5 mana, getting a 2/4 body with 4 points of random damage. Blastmage requires a mech on board, which most of times you already have it, puts up a 5/4 body (much better) and deal 4 point of damage. So, in Mech Mage deck, Flamewaker is strictly worse than Blastmage and they don't synergize well with each other (Spider Tank is way better than this in Mech Mage).
Maybe it can find a spot in gimmicky Duplicate/Echo deck.
This card very easily fits into Mech Mage? Not sure why you think it won't. The obvious is taking out the Spider Tanks. You only lose +1 attack but the text more then makes up for it on Flamewaker.
take out the spider tanks and you lose synergy with mechwarper, blastmage and tinkertown
Not really no....Mech Mage has more then enough other Mechs to not effect those other 2 cards.
Do you realise, I can have this on the board, and I can polymorph a big controlly enemy minion, and this guy's ping will finish it off for me, saving me 2 mana ping!
Or I can fireball a 6 health enemy minion, and STILL get to hit the enemy in the face for 2 damage. This makes fireball a more sustainable removal spell, as opposed to a one off which leaves you empty after you've casted it!
Ugh, did mage need another card like this? Blastmage was already annoying enough.
Totally different cards and decks. One is synergy with mech deck. Flamewalker is synergy with spell deck, arcane missiles, etc.
I hate mech mage, but I love goblin blast mage. This applies goblin blast mage to even typical mage decks.
Yeah exactly. now we have to deal with this type of card in EVERY mage deck.
Yo, as a control mage player, this just gives me a viable deck on ladder now. Don't hate on the control mage archetype. Till now, we have been having a terrible time. This is a much needed buff to the mage class to bring it to competitive levels!
Druid have OTK, paladins have quartermaster combo, rogues have oil, hunters/warlock have hero power. Now, with this card, mages have triple pings. Which is right in line with their hero power of a ping, and makes a TON of sense to the class as a whole.
Ugh, did mage need another card like this? Blastmage was already annoying enough.
Totally different cards and decks. One is synergy with mech deck. Flamewalker is synergy with spell deck, arcane missiles, etc.
I hate mech mage, but I love goblin blast mage. This applies goblin blast mage to even typical mage decks.
Yeah exactly. now we have to deal with this type of card in EVERY mage deck.
Yo, as a control mage player, this just gives me a viable deck on ladder now. Don't hate on the control mage archetype. Till now, we have been having a terrible time. This is a much needed buff to the mage class to bring it to competitive levels!
Druid have OTK, paladins have quartermaster combo, rogues have oil, hunters/warlock have hero power. Now, with this card, mages have triple pings. Which is right in line with their hero power of a ping, and makes a TON of sense to the class as a whole.
Because Mage didnt have freeze as a viable control deck, right? To me, it seems mage is best since like ever, has two competitive decks and couple more being refined, is still the king of arena... I like the card aswell, but I wouldnt go as far saying its "much needed buff", considering plenty of classes have alot more pressing issue that mage having viable more than one control deck :p
Why do you want to have this instead of Spider Tank. Spider Tank is one of the backbones of all Mech Mage decks. It has synergies with with Mech Warper, Tinker Town and most importantly Blastmage, not to mention that it has a better body. Besides, what the on-curve spell are you going to play on turn 4? Fireball? It more of a removal and finisher, not on-curve play.
Meta changes the moment you switch your deck.
How am I expected to make an end all beat all deck with bliz throwing craziness in from every direction :(
If you can't beat them, join them
Finally something good to duplicate that will not be a huge tempo loss.
Good anti aggro card.
Arcane misseles Malygos deck seems to have some antiaggro addition!
the problem with this card is that if it will be popular, there maybe a lot of counter-cards in everydeck. Like new cards that benefits of taking damage. and he is absolutely useless against warrior...
I agree with this.
It's not so obvious to squeeze this into a mech mage deck as some people seem to think. You lose a lot of synergy with mechwarper, tinkertown and blastmage that is crucial for Turn 4/5 to keep up tempo with the mech mage.
It doesn't have a great body either and the spare parts are better to keep for Antonidas instead of trying to pull a Flamewaker combo.
I think this card will fit better in spell-heavy control or midrange type decks, but who knows what'll come out of this one...
ridiculously powerful card. Will fill in the neglected 3 mana spot in tempo mage, and can be run in honestly any mage deck. Even freeze like the concept of a strong anti aggro minion.
also, new OTK (only possible on an empty board):
Using minimum to count as an OTK: Flamewalker, Flamewalker, Sorceror's Apprentice, Sorceror's Apprentice, Frostbolt, Frostbolt, Ice Lance Ice Lance= Exactly 30 Damage (for 8 cards)
For maximum overdrive, throw in 2 Arcane missiles for a Grand Total of 44 Damage for 10 cards. Mage already had OTK, but this kind of thing makes it easier to draw, as there are now alternatives To certain pieces. Additionally, this allows general board sweeps against aggro and synergizes with the hero power to mop things up. This is by far the best card revealed, and I'm excited to see what else this expansion will bring.
Gorgeous turn 3 anti aggro turn, is play this, plus coin and arcane missiles for a total of 6 pings!!!! So so beautiful! Arcane Explosion becomes excellent as well. Even turn 10 flamestrike plus this buddy would clean up those pesky 5 health minions!!
I love how mage is becoming the ping class now. Building on their hero power, such synergy! And this card will do very well in spell heavy decks, to improve our 2 mana cards, with unstable portals and frostbolts played after dropping this guy, on turn 4 becoming a free goblin blastmage effect, and further strengthening the mana wyrm turn 1 play!!!
I was drooling over a solid turn 3 option for control mage, since we've always had the awesome turn 4 water elemental. This thing is EXACTLY what i was praying for!!! I'm a VERY happy mage right now.
How long do you think people will call this Flamewalker?
This card is EXACTLY what the mage class as a whole has always been lacking, and desperately needing. This could take a struggling class and put it back to the top of the meta. (I know mech mage is near the top of the meta, but I HATE playing as mech mage. I prefer duplicate control mage, and THIS puppy gives me what I want, 10/10 kappa)
Solid 3 drop with synergy in ALL mage decks. Should be an auto include in any non mech mage deck.
Now Blizz, give us a mage dragon that can freeze and we are good.
Ugh, did mage need another card like this? Blastmage was already annoying enough.
Totally different cards and decks. One is synergy with mech deck. Flamewalker is synergy with spell deck, arcane missiles, etc.
I hate mech mage, but I love goblin blast mage. This applies goblin blast mage to even typical mage decks.
Yeah exactly. now we have to deal with this type of card in EVERY mage deck.
Really, very interesting to point out as a cautionary tale!
MANY new revealed BRM cards are DIRECT, DIRECT counters to this card. The warrior ax-juggler, warlock imp card, even the neutral 1 mana dragon egg, AND, drunken brawlers ALL benefit from the pings sent out by this card.
When (not if) this card becomes standard fare in all non-mech mage decks, there are built in tech cards and anti-flamewalker cards in the meta, to keep this bad boy in check.
Yeah, that's true. Now, how about some specific anti-mech cards so we can counter mech warper. :)
Not really no....Mech Mage has more then enough other Mechs to not effect those other 2 cards.
Do you realise, I can have this on the board, and I can polymorph a big controlly enemy minion, and this guy's ping will finish it off for me, saving me 2 mana ping!
Or I can fireball a 6 health enemy minion, and STILL get to hit the enemy in the face for 2 damage. This makes fireball a more sustainable removal spell, as opposed to a one off which leaves you empty after you've casted it!
The gift that just keeps giving!
Yo, as a control mage player, this just gives me a viable deck on ladder now. Don't hate on the control mage archetype. Till now, we have been having a terrible time. This is a much needed buff to the mage class to bring it to competitive levels!
Druid have OTK, paladins have quartermaster combo, rogues have oil, hunters/warlock have hero power. Now, with this card, mages have triple pings. Which is right in line with their hero power of a ping, and makes a TON of sense to the class as a whole.
Because Mage didnt have freeze as a viable control deck, right? To me, it seems mage is best since like ever, has two competitive decks and couple more being refined, is still the king of arena... I like the card aswell, but I wouldnt go as far saying its "much needed buff", considering plenty of classes have alot more pressing issue that mage having viable more than one control deck :p
Juggler, This, Coin, Mirror Entity = fireworks for life