Aluneth
At the end of your turn, draw 3 cards.
Anekdotentext
PHENOMENAL ARCANE POWER…itty bitty living space.
At the end of your turn, draw 3 cards.
PHENOMENAL ARCANE POWER…itty bitty living space.
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good one
Keep in mind that when you play this, speedrun mode turns on.
"When you Fatigue but she keeps drawing"
"More. I must have more."
- Aluneth 2017
I fought against a Tempo Mage who used this thing. I had a KFT Elemental Mage, and I just stalled the game so that he died of fatigue.
I dunno, maybe that's harder to do with a class that doesn't use Ice Block, but for the moment, I feel its effect can backfire really easily.
This card doesn't show when you try to search for it as a legendary mage ability card in the Hearthpwn browser.
This isn't an ability. Abilities are spells. Aluneth is a weapon.
Medivh to destroy Aluneth
It doesn't say "Lose 1 Durability" as Atiesh so it works as intended.
I completely agree with you, and I really thought this is how new legendary weapons for other non-weapon classes will work when I was reviewing them before expansion kicked in.
Most weapons only lose durability after attacking but this has 0 attack so you can't attack, hence you don't lose durability..
Outside of tempo secret mage which is the only deck I've actually seen this run in this might be a buff and make the card more useable. All other mage decks I've seen it in it's usually just killed them by decking them too fast. I guess they just didn't want it to be used in big spells mage but I think drawing 4 cards a turn for 3 turns might be a bit too much for that deck anyways (since you're probably going to only be playing 1-2 cards a turn anyways in that deck).
Pairs amazingly with Drakkari Enchanter if you want to
mill yourselfdraw important cards quickly!I just got a golden Aluneth. I do not really know if i should keep it or dust it for 1600 Dust?
For anyone playing wild, you MUST run weapon removal or tempo mage will never stop with the face spells
This isn't a control-exclusive card. You can run this in tempo or secret mage to make sure you never run out of steam. You're free to empty your hand each turn without consequence because this will fill it right back up.
There's no need to remove it in tempo/secret mage, I haven't had a single game where I reach fatigue. Keep in mind Explosive Runes adds much needed extra burn to the deck, and if you've made it to fatigue without being able to pump out enough damage to kill your opponent the game was already lost. This should be one of the last things you play when you're running out of burn and need to search for a Fireball, Frostbolt, Firelands Portal or Glyph for lethal. I win the vast majority of games within 2 turns of equipping this.
If I have this in hand and I still have higher tempo plays, those take priority. This is almost always a finisher card for me, not a tempo generator.
You don't play this when you have action in hand, you play it once you're already out of action. You play your aggressive cards on or as close to curve as you can and once you're out of steam, you use this to reload. Fatigue isn't relevant in secret mage because you should have enough face damage that the game should be over before you even draw your last card. If you reach fatigue, even with this equipped, that means you used too much burn on the board; you lost the game several turns ago.