Hero Power
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The hero power becomes "Deal 1 damage, if this kills the minion, summon a Water Elemental"
Are heroes trying to sell their junk again? This time, Jaina even offers her heart.
People saying they wanted the art to be the one from the trailer, but personally I prefer this one. Jaina looks cunning, calculating, and cold-hearted (pun intended)
The trailer Jaina just looks crazy...
Dissatisfied no more than satisfied/indifferent, just dissatisfied screaming louder than all, as usually happens. She looks like an evil snow queen. Good art.
Turn 9 (or Turn 8 if u have a Coin) : "YOU FACE JA..."i mean "Do not fea....[I can't remember the quote] Summon Water Elemental ,Gain 5 Armor and gain Icy Touch for 9 Mana
next turn
Deal 4 Damage on Minion (3 From Water Elemental[Gain 3 Health] 1 From Icy Touch [Guarantee summon Water Elemental) for 2 Mana and u have remaining 8 Mana
Total Gain : 8 "Heal" [5 Armor + 3 HP], 4 Dmg [Water Elemental + Icy Touch] and 1 (or 2 if Icy Touch Succeed) Water Elemental in Two whole turn
If the 1st Water elemental desperately dies (Becuz ya kno... "opponent" strategy), your gonna rely on your spell (or Minion) to get the value from your Icy touch
Conclusion : like Deathknight Rexxar (Which make him hope from late game and exhaustion), your Icy Touch is your steamroll "Value", your opponent gonna annoyingly trade your water elemental using Minion (opponent minion health reduce meaning your spell will be effectively from the remaining 8 Mana and succeeding Icy Touch effect or your opponent planning to evade the effect of Icy Touch by "Dying") or go face (tnx for the effect of the Lifesteal and 5 Armor, the face damage is "reduced"...kinda....) the only weakness of this Value is to get rid of Water Elemental by using spell removal (so pack some Counterspell or Spellbender) the more Water Elemental, the further the survivality of your HERO (and this is "u don't say")
and more importantly, it only works in LATE GAME
Tips: Summon DaBoy Book + Target by Icy Touch = 3 Mana Summon Water Elemental + Gain 1 Random Mage Spell (if u don't have good target for Icy Touch)
(Note : plzz add some Icy Touch Combo even Kabal Courier shenanigans)
Well... did i said guarantee.... i said 3 Dmg from Water Elemental + 1 Dmg to Icy Touch .... from 4 Health minion........u have still remaining 8 Mana meaning - _ - u can still cast spells (and that's Mage powerful gimmick) and/or remaining minion to prioritize the success of Icy touch
5 Mana : Frostbite + Icy Touch = 4 Dmg (7 w/ Water Elemental)
8 Mana : Meteor + Icy Touch = 16 & 4 (19 & 7 w/ Water Elemental)
6 Mana : Polymorph + Icy Touch = Guarantee Water Elemental summon
8 Mana : Fireball + Icy Touch = 7 (9 w/ Water elemental)
3 Mana : Arcane Missile + Icy Touch = RNGesus 2, 3, 4 (5, 6, 7 w/ Water Elemental)
There's too many combination of spells that Mage have, however.... u can't control the health of opponent minion becuz "Mage overkill"
Also the Turn 9 is like Jarraxus thingy strategy - _ - Caution to use that card
Really -___ - u Ignoring the Remaining 8 Mana left and other cards from mage from Turn 10 and focus on Card Itself on Turn 9?
suuure........hit your weapon while under 15 HP on big minion........so your opponent can kill u in the Face.......(you even recommended to not tech Jarraxus) meanwhile she have the pernament Lifesteal on Water Elemental to recover health and grinding through late game......The Water Elemental help u "stun" minions [6 HP eh? sure... your opponent gonna waste killing by using spell or his big minion to trade]
Mage have more Acccess of powerful class cards spell becuz of the big removals they have than warlock
Incosistent you say?.... good luck grinding on Warlock while dying fast meanwhile Mage can grind to fatigue (hell they have lots of survival cards)
its always gonna ping some minion if the dmg isn't enough
I'm pointing is the HERO Power and the combination of Spell is the KEY to make effective of ICY touch not the card ITSELF..... you didn't know the true potential of Discover Mage aren't cha?
Just play it when you had 10/10 pyros stick on board for a turn and suddenly it becomes
summon 4 drop, heal 10 and gain 5 armor and upgrade your hero power... Not to mention all the healing you will get in a few next turns...
Well you need at least some elemntals on board for immediate healing, or it is a very big tempo loss...
This card is good, but not really a build around card IMHO.
Late game mage Hero power isn't that great, and this doesn't really do anything to help change that. What it does do is change your late game babbling books into legitimate board contenders, and makes any 5/* or */4 painful for your opponent to play.
I think you'd get by on Elemental synergy with Pyros, two Water Elementals, and maybe one or two more.
cringe
lol you got that straight from Kripp, didn't you?
Regardless, I agree. Blazecallers and Pyros, I'd imagine, will reap the benefits of this card immediately as it is played.
Hell, maybe even Anomalus?
Ehh, probably not.
I know this is a value card, but damn... paying 9 mana for a 3/6 is terrible tempo. Even if the body was bigger, without Taunt or something like that it doesn't help you to stay alive except for the 5 armor (unless you have a board with elementals, which I doubt if you're playing control)
Some people compare it to Lord Jaraxxus, but I don't know... the Eredar has a weapon and his hero power is better, IMO. This has the upside of being more flexible (as you don't have to wait to be low on health to use it) and helps you to stay alive with Lifesteal, but still I'm a bit sceptic. But who knows, it might work.
mages have ways to stay alive, in a value control meta this might be very good. it appears to be going that way
I'm really surprised how over 25% of people voted this card to be bad and saying "it's too slow".
Like what, this is mage we are talking about. You could literally make half your deck (if not more) with cards like Ice Block, Frost Nova, Volcanic Potion, Ice Barrier and all that other stuff usually used by freeze mage, add couple elementals (doesn't need more then 10, maybe even 5 is enough) and then go have fun with healing like it's nothing after you become Lich Jaina. You don't need too many elementals since you will be making them with your new hero power anyways.
Also some might've not considered, but this card + Baron Geddon or even Anomalus will be clearing board and filling you for at least half hp.
Then again, this card was here for like a week without others knowing its hero power. I guess others just didn't expect it to be this good.
Welp I expected something similar of a hero power. Thought it would be something like "Summon Water Elemental"
way too slow