Sorcerer's Gambit
Questline: Cast a Fire, Frost, and Arcane spell. Reward: Draw a spell.
Texto do card
After "the incident," the Stockades really had to reevaluate their anti-mage protocols.
Additional Information
Name | Type | Class | Cost | Attack | Health |
---|---|---|---|---|---|
Greench Uther | Hero | Paladin | 0 | 0 | 30 |
Kel'Thuzad, the Inevitable | Hero | Mage | 0 | 0 | 30 |
Apprentice Dawngrasp | Hero | Mage | 0 | 0 | 30 |
Explorer Dawngrasp | Hero | Mage | 0 | 0 | 30 |
Elementalist Dawngrasp | Hero | Mage | 0 | 0 | 30 |
Eternal Medivh | Hero | Mage | 0 | 0 | 30 |
Darius Crowley | Hero | Warrior | 0 | 0 | 20 |
Cannon | Minion | 0 | 0 | 3 | |
Fallen Hero | Minion | Mage | 2 | 3 | 2 |
Icky Tentacle | Minion | Warlock | 1 | 1 | 1 |
Cloaked Huntress | Minion | Hunter | 3 | 3 | 4 |
Mage Armor | Ability | Mage | 1 | 0 | 0 |
Dragons Free! | Ability | 6 | 0 | 0 | |
Legion | Hero Power | 2 | 0 | 0 | |
Fel Orc Soulfiend | Minion | 3 | 3 | 7 | |
Kabal Courier | Minion | Mage, Priest, Warlock | 2 | 2 | 2 |
Freezing Potion | Ability | Mage | 0 | 0 | 0 |
Felfire Potion | Ability | Warlock | 6 | 0 | 0 |
Potion of Madness | Ability | Priest | 1 | 0 | 0 |
Potion of Polymorph | Ability | Mage | 3 | 0 | 0 |
Lunar Visions | Ability | Druid | 5 | 0 | 0 |
Felfire Potion | Ability | Warlock | 6 | 0 | 0 |
Freezing Potion | Ability | Mage | 0 | 0 | 0 |
Pterrordax Hatchling | Minion | 3 | 2 | 2 | |
Crystalline Oracle | Minion | Priest | 1 | 1 | 2 |
Vicious Fledgling | Minion | 3 | 3 | 3 | |
Devilsaur Egg | Minion | 3 | 0 | 3 | |
Devilsaur | Minion | 5 | 5 | 5 | |
Dinomancy | Ability | Hunter | 2 | 0 | 0 |
Dinomancy | Hero Power | Hunter | 2 | 0 | 0 |
Tomb Lurker | Minion | 5 | 5 | 3 | |
Prince Valanar | Minion | 4 | 4 | 4 | |
Sanguine Reveler | Minion | Warlock | 1 | 1 | 1 |
Bloodworm | Minion | 5 | 4 | 4 | |
Fungalmancer Flurgl | Hero | Shaman | 0 | 0 | 30 |
Wolf | Minion | Hunter | 3 | 3 | 3 |
Guild Recruiter | Minion | 5 | 2 | 4 | |
Leyline Manipulator | Minion | Mage | 4 | 4 | 5 |
Flanking Strike | Ability | Hunter | 4 | 0 | 0 |
Shifting Scroll | Ability | Mage | 0 | 0 | 0 |
I just created a questline mage deck using this card.
And this card is just good to me.
The reward you get for completing it is just useful.
I'm looking forward to be playing this deck in ranked.
Okay, so this is broken. Fast completion with an insane reward.
I'm starting to think this one will have to wait until the next expansion to become viable.
Frost was featured in Barrens, now Fire in Stormwind, so the third set of the year should have a lot of Arcane spells, which should make this Questline a lot easier to complete. As of now, it's a bit much.
You could be right with that. But mage does already have two 1 cost arcane spells that see regular play (devolving missiles and primordial studies).
It's definitely not the easiest quest to finish, but I could see it being fairly viable this expac. Especially because of the new cheap fire spells they dropped. :)
I might be more optimistic, but Devolving Missiles cannot be cast without a target. That may not seem like a big deal, but I think it definitely would be, especially once people realize it's a weakness.
My suggestion for trying to turn a disappointing reward into a reward worthy of a hard-to-complete Legendary Questline:
Battlecry: For the rest of the game, You win the game.
Looking at card art I can see that Varden broke out of jail (end of Kurtrus chapter from Book of Mercenaries)
Actually, you can finish this quest probably in turn 7 assuming you can play more than 1 school spell in turn 5-6.
That is the RIGHT turn.
For Mutanus.
With the new Tradeable mechanic it may be a very doable Quest. If the tradeable spells are at least decent on their own, and as long as we have at least one tradeable for each spell type required (arcane, fire, frost), then this Quest may be included in a greedy-meta-counter Spell Mage.
If you try to run this Quest alongside defensive spells in an aggro meta.. you die.
the first stage of the quest says you "draw a spell" so the spell you draw could be a spell from any school(or even school-less). However the second part of the quest says play a fire, frost and arcane spell, reward: "Discover one"
I think this means you discover a spell from the pool of fire, frost and arcane spells, making the final stage easier as you are guarantee to have one of the spells needed.
It is not hard to build a deck without any school-less spells. I don't think any of them are so necessary that you want to take chances by using them.
Dear Hearthpwn,
Almost a decade later why can y'all not figure out how to show every stage of the card?
I didn't even realize these cards had other stages until I saw them from another source.
finaly someone speaks out what we all think xD
This is def going into no minion mage.
Mage lacks cheap Fire spells, unless you have that 2-mana Epic. Maybe this new expansion gives them more.
I'm expecting a minion with "Battlecry: Add a frost, fire and arcane spell to your hand." One of those poorly stated minions that provide a lot of card advantage, or maybe just an expensive one. A minion like that would provide support for Sorcerer's Gambit while also not enabling Spell Mage further.
If they want to go in a slightly different direction, the battlecry could also be something more like "Battlecry: Discover a frost, fire or arcane spell", which would still immensely help players finish the quest, since they could pick the one type they didn't play yet.
From what I understood: this is always in the mulligan; after you played 3 spells, one of each kind, you draw a spell and the quest reset; after you played 3 more spells of different kind, you discover a spell and the quest reset again; if you complete it a third time, you get the legendary minion.
If that's how it works, isn't it too slow? That last reward isn't relevant anymore, you casted 9 spells already and it's probably turn 8 or more... Gaining only the first reward isn't worth it, as it means you're just cycling the quest and losing that first turn. While gaining the second reward too might seem worth (1 mana and 1 card for 2 cards), you're not gaining that small advantage soon enough, you're playing with a fewer cards in hand initially. I think it'd just be better to mulligan the quest away in order to find something I actually need xD
I'm kinda glad it's not very strong, since I don't like quests. I can only see it played if spell mage comes back in the meta and it really needs late game spell damage as clear or reach.
The whole point of these questline cards is they give you value along the way as you complete the first two steps.
This gives you +2 for the first two steps, and then gives you a win condition (an overstated minion and +3 spell power) as the end result.
+2 for a 1 mana card that's always in your mulligan is just a lot of hand value.
The idea of bringing back quest is so lovely . They seem so powerfull but we dont know yet how much time it takes to take the rewards .