The problem with the card in freeze mage is that it just isn't that good. Versus Zoo or hunter, they will have a 2 drop that can trade into it, and it won't help you get board control back. A 2/3 would be far better tbh for freeze mage. In Miracle rogue, they already have enough 3 drops that this would result in too much mana clump. Don't expect the card to see much gameplay. It just doesn't do a good job at what it wants to do.
OP seems angry at losing a few games. Not sure why others are posting here, this has gone from constructive discussion to a number of posts linked only by the word 'secret'.
The problem with secret mage right now is that flare destroys it. Playing a deck that is hard-countered by the current meta will not efficiently get you to legend.
If you enjoy playing mage, craft antonidas. It's a fun card to play and is fairly strong if you can get use of him. Otherwise, I think warlock (both handlock and zoo) does a better job of what giants and aggro mage try to do and are more consistent.
Yeah Naxx really did nerf mage into the ground.... It made it more minion based rather than relying on spells. Plus, duplicate is not that good of a card compared to the other class cards. The only thing I can see bringing back mage is mad scientist. This is a shame; mage is one of my favorite classes.
Fair enough - although being pigeonholed into one gameplay variant is not fun.
Mage is not viable anymore after Naxx. They were in a rough position pre-naxx, and the deathrattle mechanic killed mage's board clear which was the only thing that made them playable in the past. Duplicate is the worst class card. I'm picking up other classes now. Mage is dead until Blizzard implements some serious balance changes.
I don't believe so. Frost Mages might take a little hit, but that's the point of a TCG, is to evolve and find a new meta.
Frost mages will go the way of miracle and become a bit more creature reliant. I'm sure we'll see more giants versions, as well as a couple of mid-range frost mage coming out of it.
What the hell are people arguing. The fact that you can't do anything against Miracle Rouge stems from Conceal, the inability to target the minion, not the minion itself. If anything is to be changed, it should be Conceal, not Gadgetzan.
But I really don't like these ranting threads. It makes Blizzard gets the wrong idea of the situation and nerf card unnecessarily like what they did with Tinkmaster. Miracle Rouge is the hot flavour of the months now but it has its weakness. When people realise how to counter it, it will soon begone.
Tinkmaster nerf was needed. That card was a 3 mana generic silence that prevent people from playing big cards. The problem with Miracle rogue is that handlock which is one of its most effective counters is expensive to build, and face hunter/mage arent played that much.
Why are there no paladin's on the ladder? Because they play too slow and lose to the meta. Their hero power is especially weak versus Hunter's UTH.
[I realize that this is a rhetorical question thread, but if you want to make a thread to discuss your decks, you can call it - discussing decks rather than trying to be fancy. :P]
Well, I still have always felt blade flurry is superior in every way, you can use deadly point or a different weapon to increase its damage by an insane amount, even the most dire of situations where you dagger up and blade flurry it costs only one more mana to do it this way, and you of course can swin in with your dagger before hand to get rid of a pesky 2 health creature, or just double the damage to the opponents face.
I agree that Blade Flurry has the advantage damage wise, but fan of knives does offer card draw which rogue is in desperate need of since the Nat nerf. Ever since Adrenaline Rush was taken away from us we have been searching for new card draw, Nat was the answer, now he is gone. We have to have something that gives us card draw as well as helps us Adapt to the current Meta, and Fan of Knives is what fits. If I had a better option I would take it, but after searching and testing Fan of Knives works the best.
Um... What the hell, why was the only Good class epic taken away?... (I didn't play when that card was around).
It was removed in the Alpha because it was incredibly broken. Rogue was genuinely overpowered in the alpha and beta versions of the game.
Shiv used to also cost 1 mana, backstab would do damage to damaged creatures, Van Cleef had stealth when he went down, and the rogue hero ability allowed you to give your weapon +1 damage for 2 mana if you had a weapon out.
Ok. I love this deck! It works realy great for me and im currently at rank 11. To use Earthen Ring Farseers instead of Harvest Golem works realy well and a simple yet effective change. I have always mindlessly been running with Harvest Golems.
Well written and informative. I realy like that you go in depth with each class counter. Realy shows that you know what you're talking about.
Running healing when you have virtually no creatures that benefit from it over Harvest golem is not a good idea. Theoretically the only class where this helps you against is Hunter, and 3 extra life per game isn't doing anything. The reason why Harvest golem is there is that it sticks to the board, so you can trade and still remain board presence. This fits to the tempo rogue (which is really what this deck is).
Other points, Tempo rogue generally needs a Sprint, and some choices like assassinate and two blade fury's look off - this deck can be optimized further.
It depends on your deck really. Keep in mind that for 5 mana, you could have a 4/4 and draw another card. Depending on how your deck runs, you may find Drake to be better (it usually is as if you have enough AOE to shut down, you want to keep on drawing and build a card advantage).
It has it's place in mid-range hunter as it gets buffed by Houndmaster.
A lot of people don't seem to understand... the change to Tink was akin to removing him from the game because Blizzard did not like the way he was played, how he fit in decks, and what it did to the meta. He has (had?) the same meta-defining aspects of Pyroblast and Mind Control. Aside from control warrior and lock, the meta is very aggro focused by Tink can just take out your big threat and can force an auto-lose.
People were asking Blizzard to change the card and there was talk about him being banned from tournaments. Then he gets nerfed and a bunch of people QQ about it? It's a good change, and the change was designed to remove him from competitive/high-end ranked play for the most part.
I wholehartedly agree, we should only be playing control games which last 15 minutes. Having variety in the games you play and decks you face is unacceptable as I designed a deck that loses to rush, and I feel like we should ban that archetype accordingly.
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The problem with the card in freeze mage is that it just isn't that good. Versus Zoo or hunter, they will have a 2 drop that can trade into it, and it won't help you get board control back. A 2/3 would be far better tbh for freeze mage. In Miracle rogue, they already have enough 3 drops that this would result in too much mana clump. Don't expect the card to see much gameplay. It just doesn't do a good job at what it wants to do.
OP seems angry at losing a few games. Not sure why others are posting here, this has gone from constructive discussion to a number of posts linked only by the word 'secret'.
The problem with secret mage right now is that flare destroys it. Playing a deck that is hard-countered by the current meta will not efficiently get you to legend.
If you enjoy playing mage, craft antonidas. It's a fun card to play and is fairly strong if you can get use of him. Otherwise, I think warlock (both handlock and zoo) does a better job of what giants and aggro mage try to do and are more consistent.
For some reason I don't believe you. Leeroy isn't even that prevalent on the ladder anymore.
Fair enough - although being pigeonholed into one gameplay variant is not fun.
Mage is not viable anymore after Naxx. They were in a rough position pre-naxx, and the deathrattle mechanic killed mage's board clear which was the only thing that made them playable in the past. Duplicate is the worst class card. I'm picking up other classes now. Mage is dead until Blizzard implements some serious balance changes.
Paladin is a low-tier class now, suggesting that we nerf their spells doesn't make a lot of sense.
I don't think you understand game balance.
Frost mages will go the way of miracle and become a bit more creature reliant. I'm sure we'll see more giants versions, as well as a couple of mid-range frost mage coming out of it.
Tinkmaster nerf was needed. That card was a 3 mana generic silence that prevent people from playing big cards. The problem with Miracle rogue is that handlock which is one of its most effective counters is expensive to build, and face hunter/mage arent played that much.
Why are there no paladin's on the ladder? Because they play too slow and lose to the meta. Their hero power is especially weak versus Hunter's UTH.
[I realize that this is a rhetorical question thread, but if you want to make a thread to discuss your decks, you can call it - discussing decks rather than trying to be fancy. :P]
It was removed in the Alpha because it was incredibly broken. Rogue was genuinely overpowered in the alpha and beta versions of the game.
Shiv used to also cost 1 mana, backstab would do damage to damaged creatures, Van Cleef had stealth when he went down, and the rogue hero ability allowed you to give your weapon +1 damage for 2 mana if you had a weapon out.
Running healing when you have virtually no creatures that benefit from it over Harvest golem is not a good idea. Theoretically the only class where this helps you against is Hunter, and 3 extra life per game isn't doing anything. The reason why Harvest golem is there is that it sticks to the board, so you can trade and still remain board presence. This fits to the tempo rogue (which is really what this deck is).
Other points, Tempo rogue generally needs a Sprint, and some choices like assassinate and two blade fury's look off - this deck can be optimized further.
It depends on your deck really. Keep in mind that for 5 mana, you could have a 4/4 and draw another card. Depending on how your deck runs, you may find Drake to be better (it usually is as if you have enough AOE to shut down, you want to keep on drawing and build a card advantage).
It has it's place in mid-range hunter as it gets buffed by Houndmaster.
A lot of people don't seem to understand... the change to Tink was akin to removing him from the game because Blizzard did not like the way he was played, how he fit in decks, and what it did to the meta. He has (had?) the same meta-defining aspects of Pyroblast and Mind Control. Aside from control warrior and lock, the meta is very aggro focused by Tink can just take out your big threat and can force an auto-lose.
People were asking Blizzard to change the card and there was talk about him being banned from tournaments. Then he gets nerfed and a bunch of people QQ about it? It's a good change, and the change was designed to remove him from competitive/high-end ranked play for the most part.
I wholehartedly agree, we should only be playing control games which last 15 minutes. Having variety in the games you play and decks you face is unacceptable as I designed a deck that loses to rush, and I feel like we should ban that archetype accordingly.