Since the current effect of Aluneth is practically unworthy for mages (something that is being widely discussed in its thread), I ask you (especially those of you who could consider yourselves as 'main mages') to do an exercise of imagination: let's speculate what would be a more appropriate, innovative and, ultimately, a more fun and interactive effect for this legendary weapon.
Let the people express their opinion!
PD. Obviously both the mana cost of Aluneth and the numbers given in the survey options are merely symbolic, i.e. they should be properly adjusted together to balance the weapon.
How about we wait until the card sees some freaking play. How on earth do you think that you could make a 'better' effect without first having explored the current one? This is some insane hubris.
Any reduce cost of spells effect make this card text like "If opponent don't destroy in next turn you win the game".
Just too powerful.
The drawback of this card is how you deal with overdraw in case your opponent don't destroy the weapon, if you only run cheap spells and minions you risk don't draw the weapon and run out steam very fast, if you run more expensive stuff you can mill yourself, find the balance is the true challenge when deckbuild wih this card.
I put my money in this card turn into meta defining than garbage...
Aggro Mage has always been something I've been toying with. I try it every expansion, but never can get much beyond rank 10 with it.
The concept is a mix of fast zoo with an arsenal of direct damage (like evergreen fireball and frostbolt) to finish off the opponent by the time they can play big taunts to stabilize.
Lack of draw has always been an issue in aggro mage. 3 mana arcane intellect to net just 1 card is not feasible for this type of deck. An investment of a single card to gain 3, 6, or 9 cards might be, even with an absurd mana cost. The mana cost isn't that big of deal because aggro tends to float mana as their hand thins out. Card count is the more valuable asset.
I voted keep as is.
Rollback Post to RevisionRollBack
Anger is the punishment we give ourselves for someone else's mistake.
How about we wait until the card sees some freaking play. How on earth do you think that you could make a 'better' effect without first having explored the current one? This is some insane hubris.
*comment that would be flagged for trolling if I made it*
But yeah, just chill out man, the cards not even been played yet, and I for one think it would be great in an aggressive mage that runs a lot of burn as a finisher myself
"I have seen worlds bathed in the Makers' flames, their denizens fading without as much as a whimper. Entire planetary systems born and razed in the time that it takes your mortal hearts to beat once. Yet all throughout, my own heart devoid of emotion... of empathy. I. Have. Felt. Nothing. A million-million lives wasted. Had they all held within them your tenacity? Had they all loved life as you do?"
I'm a mage main, and I achieved 90 legend with secret mage this season. This card is fine as it is, it's pretty powerful. It could be especially strong if cards like duskbreaker shut down board flood strategies and change the meta to be more combo oriented. But it wouldn't be particularly OP in the current meta where zoo, murlocs, and tempo rogue dominate. Let's reserve judgement until we see what other stuff the new expansion has to offer and how the meta will change.
I like the idea of the mage weapon being based on that one halloween brawl we had. If you have enough mana, you can doublecast spells. So the effect would be powerful, but not broken.
Since the current effect of Aluneth is practically unworthy for mages (something that is being widely discussed in its thread), I ask you (especially those of you who could consider yourselves as 'main mages') to do an exercise of imagination: let's speculate what would be a more appropriate, innovative and, ultimately, a more fun and interactive effect for this legendary weapon.
Let the people express their opinion!
PD. Obviously both the mana cost of Aluneth and the numbers given in the survey options are merely symbolic, i.e. they should be properly adjusted together to balance the weapon.
Its really ok as it is, Mage has enough strong cards.
How about we wait until the card sees some freaking play. How on earth do you think that you could make a 'better' effect without first having explored the current one? This is some insane hubris.
Any reduce cost of spells effect make this card text like "If opponent don't destroy in next turn you win the game".
Just too powerful.
The drawback of this card is how you deal with overdraw in case your opponent don't destroy the weapon, if you only run cheap spells and minions you risk don't draw the weapon and run out steam very fast, if you run more expensive stuff you can mill yourself, find the balance is the true challenge when deckbuild wih this card.
I put my money in this card turn into meta defining than garbage...
Aggro Mage has always been something I've been toying with. I try it every expansion, but never can get much beyond rank 10 with it.
The concept is a mix of fast zoo with an arsenal of direct damage (like evergreen fireball and frostbolt) to finish off the opponent by the time they can play big taunts to stabilize.
Lack of draw has always been an issue in aggro mage. 3 mana arcane intellect to net just 1 card is not feasible for this type of deck. An investment of a single card to gain 3, 6, or 9 cards might be, even with an absurd mana cost. The mana cost isn't that big of deal because aggro tends to float mana as their hand thins out. Card count is the more valuable asset.
I voted keep as is.
Anger is the punishment we give ourselves for someone else's mistake.
I don't know man i'm pretty sure a very big company can make better Hearthstone cards than you
Don't mind me just passing by
Have you seen some of the horrible mistakes Blizzard has made?
If you need a Wild deck that is fun, competitive, high skill, and low RNG, check out my Highlander Malygos Deck!
*comment that would be flagged for trolling if I made it*
But yeah, just chill out man, the cards not even been played yet, and I for one think it would be great in an aggressive mage that runs a lot of burn as a finisher myself
I'm a mage main, and I achieved 90 legend with secret mage this season. This card is fine as it is, it's pretty powerful. It could be especially strong if cards like duskbreaker shut down board flood strategies and change the meta to be more combo oriented. But it wouldn't be particularly OP in the current meta where zoo, murlocs, and tempo rogue dominate. Let's reserve judgement until we see what other stuff the new expansion has to offer and how the meta will change.
I like the idea of the mage weapon being based on that one halloween brawl we had. If you have enough mana, you can doublecast spells. So the effect would be powerful, but not broken.
As much as I hate the fact it's a buff to exodia mage it's fitting
Don't mind me just passing by