Utterly disgusting, another addition to the scumbag mech mages..
I don't think this will see much play among mech mages. From what I've seen lately, there are only a handful of ways for them to get spare parts, and they almost always save them for antonidas. That, and the glaring point that this card has zero mech synergy to replace anything already in a mechmage rushdown deck. (Doesn't work with mechwarper)
I'd like to see this minion used in a more midrange spell-based deck.
how many mech mage games even get to antonidas though? its not tied down to a mech mage archetype, certainly, but might see play in the more aggressive (ugh) versions.
seems OP, blizz didn't learn from Goblin Blastmage at all.
But it makes the deck less consistent...your cogmaster , tinkerdown( spare part source) and blastmage so much worse now.
This card is superior to goblin blastmage in virtually every way.
Its 3 mana (1 less) for the same durabililty (4 health)
Its condition (spells) is in every mage deck while mechs arent
Its effect is not a battlecry but can be triggered more than once
So while Blastmage can only be played in mech decks, this card can be put in pretty much every mage deck
Should be an insane card. Its effect can hit the opponents face right??
Because then on an empty board: Turn 10: Flamewaker+ fireball+frostbolt+ice lance=6+6+3+4=19 damage; even crazier if you throw in a Sorcerers apprentice. In the right situation Flamewaker could be a 3mana 2/4 +10dmg Avenging Wrath
This card is superior to goblin blastmage in virtually every way.
Its 3 mana (1 less) for the same durabililty (4 health)
Its condition (spells) is in every mage deck while mechs arent
Its effect is not a battlecry but can be triggered more than once
Should be an insane card. Its effect can hit the opponents face right??
Because then on an empty board: Turn 10: Flamewaker+ fireball+frostbolt+ice lance=6+6+3+4=19 damage; even crazier if you throw in a Sorcerers apprentice.
It really is not better in very way. First it's attack is lacking, you don't get the effect the turn you play it unless you also play a spell then you are not playing it on curve. Moreover, it doens't belong in a mech deck as it makes the deck less consistent. tinkerdown , cogmaster and blastmage will not get benefit from it.
This card looks like it will be a lot of fun. Might give more players an alternative to the minion heavy mech mage(excluding freeze or secret). Hmm as for ppl saying this will somehow fit into mech mage, I'm not seeing it. That deck doesn't run many spells, and even spare parts are very situational. Can't wait to try this one out.
Some nice coin combos can help Mages solidify board presence early, Turn 3 Flamewaker+Coin+Arcane missiles pretty much clears early enemy board. Even without the coin it's a decent 3 drop, with 4 health it will survive against almost all 2 drops or draw silences/removal. Can't wait!
I hate this card. It's very akin to S1-7 + coin, but it's random on top of it? Doubt it's good enough for ranked, but in arena this annoying card will steal ( and fail to steal ) a ton of games.
This card is obvious very good. Sets up Mage pings and clears 1 health minions. Will make constructed decks and be a instant pick in Arena. Only sad thing is Arena Mage is now even more scary then it already is. Counters Paladin very well. Will have to wait and see what the Paladin response is. This card counters the recent Imp Explosion and Muster for Battle.
It looks like it would do well in a control/tempo style deck. Mage has a lot of spells for 1-2 mana that are commonly used in the early to mid game for board control.
Almost seems like a modified Knife Juggler, only for playing spells versus minions.
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.
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.
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
Unless more synergistic cards are revealed, this card is a lot worse in practice than it is on paper. The risk-reward on this card is currently only worthwhile against two other classes, and even then, it's pretty flaky.
As things stand, it's hard to imagine it to seeing any real competitive play at all.
But it makes the deck less consistent...your cogmaster , tinkerdown( spare part source) and blastmage so much worse now.
This card is superior to goblin blastmage in virtually every way.
Its 3 mana (1 less) for the same durabililty (4 health)
Its condition (spells) is in every mage deck while mechs arent
Its effect is not a battlecry but can be triggered more than once
So while Blastmage can only be played in mech decks, this card can be put in pretty much every mage deck
Should be an insane card. Its effect can hit the opponents face right??
Because then on an empty board: Turn 10: Flamewaker+ fireball+frostbolt+ice lance=6+6+3+4=19 damage; even crazier if you throw in a Sorcerers apprentice. In the right situation Flamewaker could be a 3mana 2/4 +10dmg Avenging Wrath
this would fit right into tiddlerscelestials aggro mage. love it :D
i do think it'd be subpar for mechmage. Mechmages really need their synergies to shine.
It really is not better in very way. First it's attack is lacking, you don't get the effect the turn you play it unless you also play a spell then you are not playing it on curve. Moreover, it doens't belong in a mech deck as it makes the deck less consistent. tinkerdown , cogmaster and blastmage will not get benefit from it.
oh hell no blizzard
Solid card, though I don't think it will change my lack of desire to play Mage.
This card looks like it will be a lot of fun. Might give more players an alternative to the minion heavy mech mage(excluding freeze or secret). Hmm as for ppl saying this will somehow fit into mech mage, I'm not seeing it. That deck doesn't run many spells, and even spare parts are very situational. Can't wait to try this one out.
Some nice coin combos can help Mages solidify board presence early, Turn 3 Flamewaker+Coin+Arcane missiles pretty much clears early enemy board. Even without the coin it's a decent 3 drop, with 4 health it will survive against almost all 2 drops or draw silences/removal. Can't wait!
I hate this card. It's very akin to S1-7 + coin, but it's random on top of it? Doubt it's good enough for ranked, but in arena this annoying card will steal ( and fail to steal ) a ton of games.
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Is it just me or are the majority of the cards released so far designed for midrange decks rather than aggro or control?
OP as shit.
This card is obvious very good. Sets up Mage pings and clears 1 health minions. Will make constructed decks and be a instant pick in Arena. Only sad thing is Arena Mage is now even more scary then it already is. Counters Paladin very well. Will have to wait and see what the Paladin response is. This card counters the recent Imp Explosion and Muster for Battle.
It looks like it would do well in a control/tempo style deck. Mage has a lot of spells for 1-2 mana that are commonly used in the early to mid game for board control.
Almost seems like a modified Knife Juggler, only for playing spells versus minions.
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.
Something like this?
Meta changes the moment you switch your 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.
would be too much contention in the 3 spot for mech mage between tinkertown tech and spider tank and mirror entity already tkaing up space
all your base.
take out the spider tanks and you lose synergy with mechwarper, blastmage and tinkertown
all your base.
Unless more synergistic cards are revealed, this card is a lot worse in practice than it is on paper. The risk-reward on this card is currently only worthwhile against two other classes, and even then, it's pretty flaky.
As things stand, it's hard to imagine it to seeing any real competitive play at all.
I like all 3 of the revealed cards. Good because I hadn't liked many of the earlier cards.
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Flamewaker + Coin + Spare part = Goblin Blastmage
but without spare part , this card would be not that effective