Disagree, in a control deck if you trade correctly you will most likely clear their board and have an 8/8 left. Not to mention if they don’t clear the 8/8 you can summon more whelps next turn and do it again if you build around it.
Sneed does almost the same thing at 8 mana and sees no play.
Yes, I understand that it is better for Even Mage for Wildfire to stay at 2 mana. But that's not what Blizz look at to tweak cards, nor should it be. The card sucks outside the Even Mage deck and it's only proper for Blizz to buff it, so people can enjoy it in standard and in other decks in wild.
Let's be real, Wildfire is way too bad at 2 mana. There's a reason that they had to buff it. You can still do regular hero power mage, which gives you access to powerful cards like Tour Guide, Arcane Amplifier and Jan'alai, the Dragonhawk.
Played 15-20 games. Mode feels pretty bad/unbalanced because some passives and treasures are massively stronger than others. In particular the broken weapon replacement and auto-evolve powers are really strong.
No other legendary card this set requires "holding a dragon". Why did mage get the shaft here? The stats are not distributed well either (would be better as 3/7 or 4/6). I'm disappointed.
Just so people realize how broken this card is Shimmering Tempest has a Arena rating of 127 which is in the higher end of the ''Good'' spectrum. Mana Cyclone has extra +1 health, the effect is immediate not a Deathrattle like Tempest and you can generate multiple cards. Even if you just pull 2 of this that is absolutely insane for a 2 drop. Granted you can't play this on 2 mana like you can Tempest but that's literally the only downside. The Arena power level of this card will be one of the best in the game.
I think you are over rating the arena strength. Mage decks in arena are not exactly full of spells. You will have to dump spells at potentially awkward times to then spend an extra 2 mana to get random spells. It’s good but not broken.
I have over 16,000 Arena wins am one of the top North America players that has made the top 50 several times am pretty sure i know what am talking about. When ADWACTA and Merps do there full card review i can promise you this one will be at the top. You act like casting 2 spells with a Mage is more rare than spotting a Sasquatch, it's not that hard to accomplish and you also don't have to dump spells just to get value. Most of the time by turn 12 a Mage has already cast a Frostbolt and at least one other. Generating at least 2 spells will be a relatively normal occurrence.
What do you mean "by turn 12"? This card only generates spells for spells that are played in the same turn. Spells cast in the earlier turns do nothing.
I've seen my opponents play this card and each time it was excellent value. It removes a single 5/5, a 3/2+3/3, a 3/4+1/1, 5 1/1s - the comeback value is great. This is 3 mana body plus a 3 mana spell, with no downside or conditions.
Stargazer Luna: I definitely think she's an early MVP. I was thinking about the deck's relatively low curve when including her, but her real strength in spare part synergy, since they're always added to your hand on the right. Drop a Finicky Cloakfield on her, draw one for (1), stealth her for a turn, and feel like an exceptional human being.
Giggling Inventor: Generates two, um, annoying mechs, though I wonder if it would be better as a 1 of. I think the main purpose is to help activate your mech synergies because the card itself produces very little pressure, and you can't take advantage of the tokens as well as a lot of other decks.
Cards I'm not sure about:
Aluneth: The deck doesn't run a lot of burn, and I wonder if having two draw engines (Luna being the other) is overkill.
Mana Wyrm: With only four spells, you don't have a lot of fuel for them. Early spare parts aren't guaranteed, and you have two other key cards, Luna and Archmage Antonidas, competing for them.
Galvanizer/Mechwarper: Specifically, running three. You can make the case for one being better than the other, but I'm not sure the deck needs three "make your mechs cheaper" cards.
Toshley: I don't own him and hesitate to craft him for a deck that could wind up being trash. If I ran him, I would probably cut Aluneth.
I'm here for suggestions, too! What's working in your mech mage deck?
You haveto add Book of Specters. There's nothing like 2 mana almost guaranteed draw 3. This basically allows you to have a one-turn Aluneth for 2 mana, which means you don't have to run Aluneth. 6 mana keep drawing 3 is good but you lose too much tempo because you are a minion-based deck (unlike secret mage). Having 2 Books also mean you are more likely to draw it and you don't have to keep it in your opening hand, unlike Aluneth which you kinda need to keep - this allows you to have better early cards and better tempo.
I recommend cutting Wyrms, there are not enough spells in the deck for it to work.
No Tosh - not good enough back in GVG and certainly not now.
This is basically shaman's Flamewaker. Costs 1 mana more but has +1/+1 in stats. Can't deal face damage on the first turn but can choose the target minion to damage and can keep the Sparks alive if you want.
2
Sneed does almost the same thing at 8 mana and sees no play.
5
Good luck using Scale of Onyxia in a mage deck.
2
Yes, I understand that it is better for Even Mage for Wildfire to stay at 2 mana. But that's not what Blizz look at to tweak cards, nor should it be. The card sucks outside the Even Mage deck and it's only proper for Blizz to buff it, so people can enjoy it in standard and in other decks in wild.
1
Let's be real, Wildfire is way too bad at 2 mana. There's a reason that they had to buff it. You can still do regular hero power mage, which gives you access to powerful cards like Tour Guide, Arcane Amplifier and Jan'alai, the Dragonhawk.
0
Well, you know what, they actually decided to ban it! Nice prediction Red1.
0
Played 15-20 games. Mode feels pretty bad/unbalanced because some passives and treasures are massively stronger than others. In particular the broken weapon replacement and auto-evolve powers are really strong.
7
No other legendary card this set requires "holding a dragon". Why did mage get the shaft here? The stats are not distributed well either (would be better as 3/7 or 4/6). I'm disappointed.
-4
The first neutral "shuffle into deck" card (in a way)? The mechanic is a bit clunky but it may be useful at some point.
8
What do you mean "by turn 12"? This card only generates spells for spells that are played in the same turn. Spells cast in the earlier turns do nothing.
0
Comparing to Babbling Book is wrong because that's random and this is discover.
0
I've seen my opponents play this card and each time it was excellent value. It removes a single 5/5, a 3/2+3/3, a 3/4+1/1, 5 1/1s - the comeback value is great. This is 3 mana body plus a 3 mana spell, with no downside or conditions.
0
You have to add Book of Specters. There's nothing like 2 mana almost guaranteed draw 3. This basically allows you to have a one-turn Aluneth for 2 mana, which means you don't have to run Aluneth. 6 mana keep drawing 3 is good but you lose too much tempo because you are a minion-based deck (unlike secret mage). Having 2 Books also mean you are more likely to draw it and you don't have to keep it in your opening hand, unlike Aluneth which you kinda need to keep - this allows you to have better early cards and better tempo.
I recommend cutting Wyrms, there are not enough spells in the deck for it to work.
No Tosh - not good enough back in GVG and certainly not now.
1
Just a small tip - if you play mech mage (in wild, obviously), use Book of Specters. 2 mana almost guaranteed draw 3 is amazing.
1
This is basically shaman's Flamewaker. Costs 1 mana more but has +1/+1 in stats. Can't deal face damage on the first turn but can choose the target minion to damage and can keep the Sparks alive if you want.
3
doesn't seem that good