Madness at the Darkmoon Faire Cards List & Guide
Secret: If you didn't take any damage during your opponent's turn, draw 3 cards.
What's faire is fair.
Why did u printed this card? why in the world someone thought this is a good idea? in wild format u can't do sh*t about it, druid pays 6 mana to draw 3 , but nah , mage didn't had enough this expansion , free draws for 1 mana. yikes.
I think they borrowed the name from every day life in politics.
This is an awkward one in my opinion. Gamers are oppressed.
Good arena card
only fits secret mage IMO. In standard it is not viable for the moment due to the lack of relevant 1 and 2 drops. I don't see it in wild either as there is already a lot of draw and it doesnt work very well Aluneth...
Is 3 cards enough to make this playable? Remember that much cheaper draw is available for other classes. In wild, where you can cheat it out fast and cheaply, maybe, but Arcane Intellect is more reliable, and wild decks have the legendary weapon.
My bet is that this card is very weak, needed to be 5 cards to be worth it.
Not only gets card draw but it puts pressure on the enemy to aggro. Could lead to a few slip-ups.
3 mana draw 3 in a class that's very good at preventing damage from being taken? Yes, please. Might see a resurface of freeze mage if they get the support they need. Against Hunter and Mage though a little sketchy. But if they're spending 2 mana to hit you in the face that's 2 less mana being used to develop the board. And I don't think anybody is gonna be sad to get this off of Ring Toss
This could help enable a new Freeze Mage--drop this alongside Frost Nova or Blizzard to dig for the next freeze or a combo piece to end the game.
More Wild secret mage support! More... wild secret mage...support...? More wild... secret mage... more
I personally think this card won't be that good since most classes can hit face every turn. Same reason why Paladins side quest doesn't see play
Isn't that a good thing? yes you know what the secret is once it doesn't trigger, but cards that require secrets to activate like the new 4 mana mage minion have trouble getting tempoed out. lets say you played flame ward, you plan on playing that 4 mana mage card to make 2 4/4's on turn 4. your opponent swings their minion into you, activating flame ward, and ruining your tempo. This card has a situation similar to rogues plagerize: making your opponent do things they didn't want to do. For plagerize a player would have to play less cards during their turn, wasting a strong turn. For this secret, you opponent must swing at your face. so do they keep your sorcerers apprentice alive or do you get to draw 3 cards to swing the board? That is the power of useless situational secrets like this one.
paladin doesnt have freeze options
The Paladin side quest has some niche uses in decks that just keep dropping taunts like crazy, but, as a class, Paladin lacks an archetype to truly take advantage of this mechanic. However, Freeze Mage has often been an archetype over the years and this is just what that deck needs--a powerful draw tool to dig for the next freeze or some combo piece to begin ending the game.
Great point but I believe mage has enough access to card draw and would prefer secrets to protect their face instead of more card draw. I cant wait to see if it works in standard or wild and your attention to mages freeze mechanics is something I overlooked at first and do believe it can be used instead of minion draw cards. If not might see play in spell mage.
Biden's favorite card