Seafloor Gateway


Card Text
Draw a Mech. Reduce the Cost of Mechs in your hand by (1).
Flavor Text
It's all about e-fish-ency.
Additional Information
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Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Rampant Growth | Ability | Druid | 5 | 0 | 0 |
Enrich | Ability | Druid | 5 | 0 | 0 |
Warsong Rexxar | Hero | Hunter | 0 | 0 | 30 |
Celeste | Hero | Mage | 0 | 0 | 30 |
Board with a Nail in It | Weapon | 1 | 4 | 2 | |
Whizzing Buzzer | Weapon | 4 | 3 | 4 | |
Augmented Auto-Mace | Weapon | 4 | 3 | 4 | |
Felfire Flamberge | Weapon | 3 | 3 | 3 | |
Improvised Flamethrower | Weapon | 2 | 3 | 2 | |
Scrapmetal Battleaxe | Weapon | 2 | 3 | 2 | |
Electrified Spear | Weapon | 3 | 3 | 2 | |
Snake on a Stick | Weapon | 1 | 2 | 4 | |
Deadly Fork | Minion | Rogue | 3 | 3 | 2 |
Sharp Fork | Weapon | Rogue | 3 | 3 | 2 |
Be Our Guest | Hero Power | 0 | 0 | 0 | |
Jade Golem | Minion | 1 | 1 | 1 | |
Jade Golem | Minion | 2 | 2 | 2 | |
Jade Golem | Minion | 3 | 3 | 3 | |
Jade Golem | Minion | 4 | 4 | 4 | |
Jade Golem | Minion | 5 | 5 | 5 | |
Jade Golem | Minion | 6 | 6 | 6 | |
Jade Golem | Minion | 7 | 7 | 7 | |
Jade Golem | Minion | 8 | 8 | 8 | |
Jade Golem | Minion | 9 | 9 | 9 | |
Jade Golem | Minion | 10 | 10 | 10 | |
Jade Golem | Minion | 10 | 11 | 11 | |
Jade Golem | Minion | 10 | 12 | 12 | |
Jade Golem | Minion | 10 | 13 | 13 | |
Jade Golem | Minion | 10 | 14 | 14 | |
Jade Golem | Minion | 10 | 15 | 15 | |
Jade Golem | Minion | 10 | 16 | 16 | |
Jade Golem | Minion | 10 | 17 | 17 | |
Jade Golem | Minion | 10 | 18 | 18 | |
Jade Golem | Minion | 10 | 19 | 19 | |
Jade Golem | Minion | 10 | 20 | 20 | |
Jade Golem | Minion | 10 | 21 | 21 | |
Jade Golem | Minion | 10 | 22 | 22 | |
Jade Golem | Minion | 10 | 23 | 23 | |
Jade Golem | Minion | 10 | 24 | 24 | |
Jade Golem | Minion | 10 | 25 | 25 |
Mistermath's Card Ratings for Voyage to the Sunken City:
6/10
This card ends up being one of the strongest in mech mage, but not due to being overpowered in it of itself. As mentioned by others, it's quite similar to Palm Reading. You do need a critical mass of mechs before this starts being worth it, but that isn't difficult in the deck that runs all the mechs available. This card does also enable mech mage to shift from an aggro to a combo deck in conjunction with Mecha-Shark, as at minimum, 2 Mecha-Shark + 5 mechs = 33 damage (3 for the 2nd shark, 6 for the 5 mechs after). Combined with all the ways mage can discover and draw cards to keep their hand size large, it's no wonder that this card is so important that some decks are running Frostweave Dungeoneer just to tutor it.
We'll get to see Mothership + Ini Stormcoil some time to time.
This can enable crazy Wild mech mage decks
Galvanizer with draw
Seems alright. You will probably be running quite a few spells so this might not hit that many mechs.
Palm Reading for Mech Mage, I guess.