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Your initial comment sounded like something a generic Blizzard-doomsayer would say; nothings never good enough, yet they're here
But oh well :-)
It supposed to be a joke, a joke about those doomsayers, I didn't expect so much hate xD
They are jealous of your trophies :)
Haha, fair enough GrianLaters :-)
This is mana wise halfway between Arcane Intellect and Sprint. The cards from you deck are generally better than random cards, so the only real advantage of this is you don't fatigue.
Still most people would rather put Ethereal Conjurer in their 5 slot instead.
It doesn't make up for the loss Mad Scientist and Explosive Sheep vs midrange and aggro decks but its looking good against control. Removal cards like Polymorph and Big Game Hunter against single threats will let you follow up with this card for value which was something lacking in Reno mage when going against the big guys.
Often in a Reno vs CW match I win by pressuring my opponent at the right moment with the right cards (say Toshley followed by Archmage Antonidas), but sometimes its not enough and sometimes you draw them too late and the longer you play the higher the chances of losing. Cabalist's Tome is a well designed card that gives Reno mage more chances to win (in the battle for value).
Mukla, Tyrant of the Vale at the expense of Finicky Cloakfield is looking good too although I'd rather see Toshley become classic.
Mage on arena :o
People keep saying it's great in "control" mage.
1. How will a control class play this crap on turn 5, which is a huge turn for them as they can now start playing important catch-up spells/minions.
2. Why would a control class need random spells? Control is about having answers. Random cards have really horrendeous RNG for finding answers. Discover is debatable for utility in pure control (but still a lost debate).
3. Why would a control classs need to add 3 cards to their hand? Since when did control classes have the need to refresh their hands with that many cards (and also random cards, the worst kind for a class that desperately needs to stabilize the board with answers)
I can only see 2 outcomes:
1. It's a hand refresh for casino tempo/aggro mage. And is picked for fun, over Ethereal Conjurer (but also combos with Sorcerers Apprentice for 4 mana and other spell procs).
2. It's ball of spiders for mage.
"You want it? If you're not too picky, I've got it..."
I can see this card actually being played in a slower mage deck that can afford to spend 5 mana on this card. Attrition mage anyone? Heck, maybe even Freeze Mage might run a one-off of this. For Tempo mage it might be a bit too slow, which I'm a bit grateful for because screw Flamewaker.
I Iike this card. You could possibly get Flamestrike, Fireball, Pyroblast, Polymorph, and Frost Nova
which in my opinion are the best cards to get from this
Or 3 Pyroblasts.
Or 3 Forbidden Flame
This is great nerf for Millhouse Manastorm !
People are talking about meta slowing down since Naxx, in reality no one is going to wait for you playing your Nourish.
A great card to fill the gap lost with Duplicate and Echo of Medivh for fatigue mage (especially the ones using Reno Jackson). Mix this with Ethereal Conjurer and in the control mirror mage has a way to get more draw less card advantage. Seeing as mage spells are generally great it's nearly almost as good as Nourish for druids since you prefer spells usually.
It might see a single copy possibly for freeze mage but I have my doubts as it is rather slow and home to grinder mage. I wouldn't hold your breath either for tempo mage since it's way too slow unless its used as a substitute for a finisher card or a single one of when teched vs warrior or slower classes.
If other deck archetypes open up such as say dragon mage this card might be too slow for dragon mage and really new grinder formats of mage will likely be the best candidates to use this card generally.
Ball of Spells
fun card, the only problem i have is that you'd play this in a grinder mage, and grinder mage is notorious for always having too many cards in hand lol.
Daym