An aggressive mage? Those 1/1 with divine shields, arcane anomalies, flame elementals, abusive sergants, acerus veterans... There's plenty 1 drops you want to put into an aggressive deck. Just because mage didn't have the paladin-esque archetype of hyper aggro doesn't mean this card isn't enabling one.
And I'm not saying it will. But just designing a card with a hint of a possibility that it could enable a hyper aggressive deck is DUMB, because hyper aggressive decks are the cancer of HS.
The only mage deck that uses Fire Fly is elemental mage and elemental minion mage. With the latter you already get tons of value from your cards (via Bonfire Elemental), spellstone, etc that it gets hard to spend that value some games without burning any of your cards due to often having a full hand. While it could be okay in such decks it isn't exactly something amazing or needed.
It it kind of like creating another big threat for Big Spell Mage. Sure, could that be fun? Of course, but would it be needed. Certainly not with all of the value and threats they already have.
Look at the echo cards mage has access to now, including neutrals. Unless something echo-themed is released for mage and is amazing are you really going to want to put bad echo cards in your deck just to draw maybe 2 extra cards? You're also having to take out removal or much better and bigger value generators from your deck just to add in your mediocre echo cards.
Also keep in mind that slow control mage decks generally don't want to be drawing a ton of cards against decks like Haddronox Druid, Azalina Togwaggle Druid, Control Lock, and other control mages because it risks putting you at a disadvantage in the fatigue game. So why would those slow mage decks even want these big convoluted draw combos?
well miracle rogue is currently a tempo deck, and I have tried out some miracle mage stuff and it wasn't that bad in the past, this can basically just be a cheaper gadgetzan, since that deck actually wants to win faster than gadgetzan can get value, and no you don't hang on to two apprentice because people kill them if they can, but playing mana wyrm into apprenitce mirror image happens and can sometimes get the apprentice to stick, if you get lucky this can make your turn three crazy with enough one cost spells in your deck, or it can just accellerate you a little and make sure something sticks, as dealing with this and the apprentice at that point is difficult. this can totally pull off some tempo shenanigans just the example given above is way too unlikely. by turn five or six you don't even need to stick anything for a turn before getting value off this, and in the right deck you can make that value into tempo, or lethal. I think most people overate the scariness of the deck this would fit into, but I think it may work to have a miracle mage now that this exists.
So this is obviously a very bizarre card, since in order to proc her effect you have to be fine with playing whatever you've just top-decked. Obviously you don't HAVE to do this just because she's on the board, much play the cards she draws one after the other, but drawing and playing cheap card after cheap card is still the best way to get value from her.
I feel this is going to see the most play from our old friend, Tempo Mage. They don't really give much of a shit about strategy or well-timed cards in the mid-late game, they just need the resources to keep throwing fireballs in your face.
y'ever heard of pre-nerf cubelock and jade druid?
Nice for Baku Mage. Maybe... ;-)
Really good with Fire Fly because the token always becomes the right most card and costs only one mana.
he mean to play the tokken after play the fire fly to draw a card
The only mage deck that uses Fire Fly is elemental mage and elemental minion mage. With the latter you already get tons of value from your cards (via Bonfire Elemental), spellstone, etc that it gets hard to spend that value some games without burning any of your cards due to often having a full hand. While it could be okay in such decks it isn't exactly something amazing or needed.
It it kind of like creating another big threat for Big Spell Mage. Sure, could that be fun? Of course, but would it be needed. Certainly not with all of the value and threats they already have.
this with two Baleful Bankers when your deck is empty = infinite value!
Shuffle baleful bankers infinitely and have infinite 2/2's and 2/4's
not a hard concept to grasp
What 1 drops does mage want to add to their deck outside of Mana Wyrm & the 2/1 secret reducing minion?
I hope we'll see more cards of this type. Interesting effect for sure.
Or just play her when you have made the last two cards in your hand decent to play on the same turn.. and not have to add trash to your deck.
Youre welcome
Look at the echo cards mage has access to now, including neutrals. Unless something echo-themed is released for mage and is amazing are you really going to want to put bad echo cards in your deck just to draw maybe 2 extra cards? You're also having to take out removal or much better and bigger value generators from your deck just to add in your mediocre echo cards.
Also keep in mind that slow control mage decks generally don't want to be drawing a ton of cards against decks like Haddronox Druid, Azalina Togwaggle Druid, Control Lock, and other control mages because it risks putting you at a disadvantage in the fatigue game. So why would those slow mage decks even want these big convoluted draw combos?
I come to visit this site 10x more often now hoping to see some more of the new cards! So hyped for this new expansion, going to be OP!
Won't see play imo, terrible stats, the upside is not worth it. Unless there is some crazy echo combo yet to be released.
it can fit in tempo decks
for example if you have two apprentice on the board then this card could do miracles
Not a realistic example. A tempo deck isn't going to sit on their apprentices to create a 4+ card combo to get value from.
the only good use of this card i can imagine,
on other hand if they introduce echo spell for mage no wonder it will benefit the exodia mage alot
well miracle rogue is currently a tempo deck, and I have tried out some miracle mage stuff and it wasn't that bad in the past, this can basically just be a cheaper gadgetzan, since that deck actually wants to win faster than gadgetzan can get value, and no you don't hang on to two apprentice because people kill them if they can, but playing mana wyrm into apprenitce mirror image happens and can sometimes get the apprentice to stick, if you get lucky this can make your turn three crazy with enough one cost spells in your deck, or it can just accellerate you a little and make sure something sticks, as dealing with this and the apprentice at that point is difficult. this can totally pull off some tempo shenanigans just the example given above is way too unlikely. by turn five or six you don't even need to stick anything for a turn before getting value off this, and in the right deck you can make that value into tempo, or lethal. I think most people overate the scariness of the deck this would fit into, but I think it may work to have a miracle mage now that this exists.
The presentations are very childish but it fits the theme of the expansion. Can't wait to see more cards the next weeks.
At 1:47, a spell seems to turn Peter the Chicken into a more... mechanical chicken. Perhaps we'll be seeing something like this?
Time will tell, I s'pose.
So this is obviously a very bizarre card, since in order to proc her effect you have to be fine with playing whatever you've just top-decked. Obviously you don't HAVE to do this just because she's on the board, much play the cards she draws one after the other, but drawing and playing cheap card after cheap card is still the best way to get value from her.
I feel this is going to see the most play from our old friend, Tempo Mage. They don't really give much of a shit about strategy or well-timed cards in the mid-late game, they just need the resources to keep throwing fireballs in your face.