Clarifications
- The given spells are random for both players. (Source)
Battlecry: Both players
get a random spell.
Yours costs (2) less.
Does he sling spells, or do his spells linger about. Who can say?
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Best thing ever:
Enemy plays Jarraxxus
You play spellslinger
You get Sacrificial pact
GG
The only drawback is that your opponent gets to play the obtained spell first, and thus could lead to a commanding board position on the next turn.
It would be great if the effect triggers "At the start of your turn...", making this card viable and baiting the removals/trade from your opponent.
3/4 body for 3 is great, and while the battlecry is fair on both sides, the RNG factor will probably prevent this from seeing too much play. RNG favours the weaker player, and so I don't think most skilled players will be using this, at least not seriously. It will, however, be an extremely fun card, and may see play because of that. It might also see play alongside spell synergy cards like flamewaker or antispell cards like counterspell and spellbender.
So it is basically:
Battlecry: Gives yourself Deadly Poison or Totemic Might and your opponent Fireball or Flamestrike.
Indeed. The potential is practically endless and should make for comedy gold. :)
Better yet, "Add a random 2-mana spell to each player's hand". Give each player a nice effect, but not a complete game-changer.
Possible play in Freeze Mage, maybe. It does have the potential to give you a fair few spells that can damage face, that slots in nicely with the freeze-burst finish, plus removal spells are never bad for freeze. I'll have to test.
This is almost too good for turn 3 in Tempo mage.
I find it kind of ironic that half the people here are complaining about RNG... in a card game. A game that is literally dominated 100% by 'what deck will I be going against' and 'What random order will I and my opponent draw their cards'.
It's a card game. Everything is RNG.
The problem with your argument is that in most card games, those are the only two layers of RNG that commonly show up. Hearthstone has additional layers of RNG which make it more random than pretty much any physical card game, and many digital ones as well.
So let's say you're playing a game. In it, you flip a coin, heads or tails. Heads you win. That's pure RNG. But then let's give it an additional layer of RNG. After you flip the coin, you roll a die. If you get 5 or 6 you win. That's also pure RNG. But the other person needs to get the same requirements. It's still pure RNG, adding more RNG elements doesn't make it 'more random' when it's already completely random to begin with.
OF COURSE THEY MAKE HIM A 3 4 FOR 3. Blizzard's design philosophy: "We want games to be more fun and have different outcomes!". So instead of balancing the game so that there would be a variety of decks played and games would actually be different instead of people just playing 1 deck over and over again, they decide to make a card with stupid amounts of RNG that completely snowball and your opponents can literally do nothing to play around it. Then they give the card above average stats so that the stupid RNG card is played in every 1 of said net decks.
Holy shit Blizzard, do you guys know that literally NO ONE likes RNG? Look at all the fan-made cards on the site, less than 1% of the fan-made cards have ANY RNG attached to them. People want to play a card game, not craps. RNG is only good if it's on cards that are bad on their own like mind games. If you want RNG in your games, then make a deck that's bad and inconsistent and every like 1 in 5 games you get "the dream". So sick of seeing this crap in every game like unstable portal. Every single time my opponent unstable portals me, I immediately open up the menu and put my cursor on the concede button, and like 1/4 times, my opponent will get something that's literally impossible for me to deal with.
yes, im still in tutorial. Clearly I must be bad because I have a different opinion than you. Why is it stupid to concede in a game that's unwinable??? So I must be awful at the game for playing rogue and going against a mage who plays a sunwalker on turn 3. or the half a dozen times my opponent got a turn 5 ragnaros. Or how about the 3 times where I lost to velen + fireball + frostbolt.
Spell Slinger is a broken card. It will be used in net decks, especially tempo mage. It's a 3 mana 3 4 which is really good on its own. It doesn't even matter if you give your opponent a spell, because the spell benefits you way more than it does him, because if you're playing tempo mage, which is the most likely deck this will be played in, you're going to either be against a super agro deck, which you already counter with flamecannons, flame-wakers, mirror images, and all that stuff, or you're going to be vs a control deck. Control decks gain very little benefit from getting a random spell, because theyre already going to be relying on getting their 4 5 6 etc plays to stay in the game, and they're not going to want to play a spell on turn 4 5 and 6 because they don't gain a board advantage from doing so, and it will interfere with their plans for sludge belchers or what have you. Any decent control deck is going to already have a card advantage over you so both of you gaining a card is going to benefit you way more than him. Not to mention that you're a mage and you're playing spell synergy cards and he probably isn't. You also care a lot less about losing your board as tempo mage because the majority of the stuff you do doesn't require a board (AKA antonidas + 1 mana spell, fireball/frostbolt burn to the face, etc.) Another thing is that this card punishes intelligent players because if you're paying close attention to your opponent's hand and they haven't played their free spell, it can cause you to alter your play, because youll just lose the game if you play something big and he polymorphs it with his free spell that came with his 3 4. If he gets garbage like deadly poison or totemic might, you still don't know if he doesn't use it. And you can't play around anything he does, so it just becomes a "who cares, I'll just play this and hope he doesn't have X because I lose if I don't play it anyway".
Tl;DR Yeah I could've wrote my first thing better and less offensive, but FORGIVE ME. I just love the game and I was really excited for the expansion, but I'm getting less excited every day because of cards like this. If you think this card is bad and won't ever be played, I've got news for you. The entire tempo-mage deck was and is bad. It's never ever played in tournaments. Yet on like the final week of BRM when flame waker was released, for a month, literally HALF of the games I played on ladder were vs that stupid deck, and it's by far the least fun deck in the game to go against (well that and hand-lock).
Spellslinger > Unstable Portal > Spellslinger > Unstable Portal > Spellslinger (etc.)
There is chance that by playing this card you will lose that match.
Welp a new addition to my randomage.
i think of playing this in mill mage to fill up the opponent's hand with garbage just like King Mukla (King Mukla is better if you really need to give him garbage) but if the opponent is lucky enough to get somethink like an Equality or a Brawl you flooding the board with Deathlords could backfire really hard
Sorry :( Animation sucks.
Why does everyone have to me so emphatic about RNG? You arent always going to get a flamestrike, and neither is your opponent. The chance is just as likely that you both get Totemic Might as it would be that you get a crap card and they get a good one. The whole point of the card is it CAN win/lose you the game, but chances are just as likely that it wont have any effect on the game at all.
So you could get something as useless as Totemic Might as a mage, or you could get a 3rd Fireball but you'd also risk giving your opponent something like a Quick Shot while their topdecking or maybe give a druid player Force of Nature or Savage Roar to complete their combo early. About even in most scenarios but it could also just be super one sided. Probably won't see too much play.