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Yes, because this is exactly what mages needed. Even more bullshit broken cards.
Nice Aladdin-flavor tekst :)
Medivh, the Guardian. How to break Aluneth whenever. Honestly, I like this.
I feel like this should lose 1 point of durability every turn it draws 3. Just seems a bit over kill and self milling is highly likely to occur.
Deck of Wonders.
Did somebody say Casino Mage?
Too bad that turn 5 do nothing and turn 6 do nothing are not particularly strong plays.
Shh! Don't wake up Lady Aegwynn! Ooh... this is a real pretty one. This here staff has led many to their demise... I never said it was the wielder, did I? A powerful staff, able to conjure seemingly endless amounts of balls of flame and bolts of ice... but greediness doesn't always lead to victory, remember that. You have to spend mana to make ashes, eh? This'll be a real nice addition to our museum, though, won't it, Mister Oozey? Hm? What about that new Kobold, you blurble? Aw, don't worry about him, he's only a tech card.
I guess an aggro Mage in Wild could be viable, with this, Ice Lance, Forgotten Torch, Flamewaker, and of course Ice Block which will say goodbye soon. Seriously, when Ice Block is out, Mage really need some more alternative late-game choices besides the DK. Or could it be that Mage in Standard would become a more aggro class?
Giving mages more cards is always good, by turn 6 you'll be able to cast most of your spells. However, if you get three cards at the end of every turn even for just a few turns your hand is going to fill up pretty quick and you might mulligan a few.
EDIT: Sorry bad topic (i was commenting something else but it is too late to not sleep i suppose) :)
But to this - i suppose there are only two cases where giving more cards to mage are bad for him and this is one of them, second is opponent trying to burn you. I was so hoping this will loose durability but it does not, i would love to see that working, i realy realy wish it did but im afraid most of the time it will not :/
This card doesn't fit in a normal control mage deck. This is very much either a combo mage card, or a tempo mage meta card (if there is a ton of control). In those situations it's extremely powerful.
This card should be voted mostly with a 5 star with a few 4 stars and nothing lower. It's nurish off the bat and for one extra mana casts nurish every turn if not dealt with. This card is perfect for secret mage which has great tempo but low value cards.
First, ''Nourish'', second, it's bland, lacks creativity and isn't really worth much of a glance, the kind of card that if you see on those custom card sites you'd down vote and think Blizzard would never make something as boring. Last, you're a condescending jerk if you're going to call other people ''scrubs'' and what not just because they gave their honest vote and opinion on it, not to mention the preaching that follows. Please do refrain from commenting until you learn to be more than a insult happy troll.
Useless overdraw card confirmed. Unless you can now form a new mage deck archetype with a lot of cheap minions.
Zoo Mage?
I was thinking the same. Sadly it has two flaws: you will probably not draw this when you need it and this will probably never show when you need it. Technicaly its only one flaw, but I thought that it was such a big one that it was worth mentioning twice :D (Slight RD reference)
In WoW this weapon can say things to you. I wonder if it will do the same in Hearthstone....
Buff me!!!!