The win/lose ratio is pretty bad to put in here. All you needed to say was: Getting a 3-4 mana creature for pure value helps you win many games.
Firstly, you need to play off curve to use this card @ 2 mana. If you need clarity, on turn 2 you should be playing a 2 mana minion to keep ahead of the game. Turn 3 a 3 mana minion and so on. You give up possible tempo playing this in favor of a gamble which is more than likely to pay off according to most peoples data. Playing this on turn 8-10 is a lot better since loss of tempo becomes less relevant as you go along. With that said, the card is alright and if it nets you great value then stick with it.
If it cost 0 mana and reduced the cost of the minion by 1, nobody would play it. The real value of this card is being able to break the cost of a high-value minion over two rounds.
T2: Unstable Portal T3: 6 cost minion
Sure, the randomness offsets the cheapness of the minion. But when it pays off with a big minion, you get to play it three rounds ahead of curve. That's why it's powerful.
I play Mage so I'm not going to scream overpowered. But a lucky draw can definitely win a game on its own.
Personally I think it is OP card. Mana cost of 2 is simply too low for the outcome you get from this card (with 2 mana you gain 3 mana + possibility to outplay your opponent by summoning some fat minion 3 turns earlier than normally). Also I think something may be broken, or I have been extremely lucky with it. I have played this card on constructed maybe 10-15 times and got at least following legendaries Deathwing, Malygos, Kel'Thuzad, Hogger. Of course have summoned some carbage also, but still it brings out pretty many legendaries out of all minions...
This card is fun though, and mechanics should be kept like this. However currently you have too little risk on playing this card compared to the outcome it may bring. IMHO card should cost 3 (or 4) mana and then you have more or less similar chances to gain or loose something with this card, currenlty in reality you more or less never loose playing this if you get 1 mana cost minions like Zombie Chow , you loose (1 mana), and everything above 2 mana minios you gain advantage (and with 2 mana minions its +/-).
The logic of this card is anyway cambling, currently you only can only win with it though...
Some highlights were I came up with there's a 50/50 chance basically that you'll need to invest further resources into the card you summon to cast it. There was very little chance of having a negative value summon. There was a high chance of getting a positive value summon (3+ casting cost) BUT the pure randomness of what you draw sort of handles that.
People have mentioned the dream of T2 portal T3 6 mana minion but that comes at a tempo loss of skipping turn 2 and if they have a decent response to it than it throws you pretty far back.
I play a rogue and I love seeing Unstable Portal go off. I generally have a sap in hand and it's a huge tempo loss for them. They just spent T2 and T3 to summon a big minion, I bounce it back up for 2 mana and now they have to wait till turn 6 to use it again.
It's a strong card but it's kept in check by it's total randomness.
Personally I think it is OP card. Mana cost of 2 is simply too low for the outcome you get from this card (with 2 mana you gain 3 mana + possibility to outplay your opponent by summoning some fat minion 3 turns earlier than normally). Also I think something may be broken, or I have been extremely lucky with it. I have played this card on constructed maybe 10-15 times and got at least following legendaries Deathwing, Malygos, Kel'Thuzad, Hogger. Of course have summoned some carbage also, but still it brings out pretty many legendaries out of all minions...
This card is fun though, and mechanics should be kept like this. However currently you have too little risk on playing this card compared to the outcome it may bring. IMHO card should cost 3 (or 4) mana and then you have more or less similar chances to gain or loose something with this card, currenlty in reality you more or less never loose playing this if you get 1 mana cost minions like Zombie Chow , you loose (1 mana), and everything above 2 mana minios you gain advantage (and with 2 mana minions its +/-).
The logic of this card is anyway cambling, currently you only can only win with it though...
So IMHO this card still summons legendaries quite often. Of course it tears you up when you get Captain's Parrot like I got after sneeds.
League of legends continue. Yesterday played mage 4-5 times, had maybe 6-7 summonings through portals. 1st Grommash Hellscream had a nice card to finish of opponent mage with 11 health, me having only Sheep on board. 2nd one was Ragnaros the Firelord which never got used as opponent druid ragequit after having 2 nasty buffed Mana Wyrm on table. 3rd of the day was Gelbin Mekkatorque which then summoned Poultryizer, funny part was that he got transformed himself as a Chicken after next turn.
Well just today another mech mage got Alakir from it. He would have easily won the game if he wouldn't have forgotten that he needs a mech on board before playing blastmage. He still would have won because he had 2 fireballs in hand and set me up for lethal spamming well played. Funny enough, I could kill him with my single KC, not so great board and a Time Rewinder on huffer. That stuff was hillarious.
But still I wouldn't say the card needs to be nerfed, the random factor is just too big. Everytime I play it, I get some crappy creature from it ;P
It is too unreliable to be OP, it could give you a Wisp, Shielbearer, Target Dummy or Magma Rager. Or it could give you Grommash, Ragnaros, Dr. Boom or Neptulon. It still is good because it is a card draw by way of adding a (most of the time) useful card to your hand with a discount.
oh yeah it's so stong. just got a wisp from it. value overload.
it should have been a -3 cost wisp, gives you 3 extra mana when you play it!
The win/lose ratio is pretty bad to put in here. All you needed to say was: Getting a 3-4 mana creature for pure value helps you win many games.
Firstly, you need to play off curve to use this card @ 2 mana. If you need clarity, on turn 2 you should be playing a 2 mana minion to keep ahead of the game. Turn 3 a 3 mana minion and so on. You give up possible tempo playing this in favor of a gamble which is more than likely to pay off according to most peoples data. Playing this on turn 8-10 is a lot better since loss of tempo becomes less relevant as you go along. With that said, the card is alright and if it nets you great value then stick with it.
If it cost 0 mana and reduced the cost of the minion by 1, nobody would play it. The real value of this card is being able to break the cost of a high-value minion over two rounds.
T2: Unstable Portal
T3: 6 cost minion
Sure, the randomness offsets the cheapness of the minion. But when it pays off with a big minion, you get to play it three rounds ahead of curve. That's why it's powerful.
I play Mage so I'm not going to scream overpowered. But a lucky draw can definitely win a game on its own.
Played yesterday mage for a while in constructed (to get my mission of 5 wins). To continue my league of legends summoned through portal, I got these from 7 games I played (maybe 8-10 portals used) Deathwing (again, my 2nd summoned), Sneed's Old Shredder which then summoned Mal'Ganis after dying, Ysera, Captain Greenskin, Edwin VanCleef which was awesome combo with Mana Wyrm on table turn 2 The Coin + Unstable Portal giving 8/8 Edwin VanCleef and 3/3 Mana Wyrm on the table turn 2, last legendary was Lorewalker Cho which kinda suck on spell oriented mage.
So IMHO this card still summons legendaries quite often. Of course it tears you up when you get Captain's Parrot like I got after sneeds.
I originally thought it was broken, and I still do. But it's actually fine because mage still needs help. Mech Mage is tier 2 at best
I did a breakdown on Unstable Portal yesterday based purely on mana value.
http://www.hearthpwn.com/forums/hearthstone-general/card-discussion/29281-unstable-portal-breakdown
Some highlights were I came up with there's a 50/50 chance basically that you'll need to invest further resources into the card you summon to cast it. There was very little chance of having a negative value summon. There was a high chance of getting a positive value summon (3+ casting cost) BUT the pure randomness of what you draw sort of handles that.
People have mentioned the dream of T2 portal T3 6 mana minion but that comes at a tempo loss of skipping turn 2 and if they have a decent response to it than it throws you pretty far back.
I play a rogue and I love seeing Unstable Portal go off. I generally have a sap in hand and it's a huge tempo loss for them. They just spent T2 and T3 to summon a big minion, I bounce it back up for 2 mana and now they have to wait till turn 6 to use it again.
It's a strong card but it's kept in check by it's total randomness.
League of legends continue. Yesterday played mage 4-5 times, had maybe 6-7 summonings through portals. 1st Grommash Hellscream had a nice card to finish of opponent mage with 11 health, me having only Sheep on board. 2nd one was Ragnaros the Firelord which never got used as opponent druid ragequit after having 2 nasty buffed Mana Wyrm on table. 3rd of the day was Gelbin Mekkatorque which then summoned Poultryizer, funny part was that he got transformed himself as a Chicken after next turn.
Still broken card IMHO...
Well just today another mech mage got Alakir from it. He would have easily won the game if he wouldn't have forgotten that he needs a mech on board before playing blastmage. He still would have won because he had 2 fireballs in hand and set me up for lethal spamming well played. Funny enough, I could kill him with my single KC, not so great board and a Time Rewinder on huffer. That stuff was hillarious.
But still I wouldn't say the card needs to be nerfed, the random factor is just too big. Everytime I play it, I get some crappy creature from it ;P
Well... this happened
Turn 1:
Clockwork Gnome, he is destroyed (I get a Finicky Cloakfield)
Turn 2:
Unstable Portal, Gahz'rilla to hand
Turn 3:
Coin into Gahz'rilla
Turn 4:
Attack with Gahz'rilla, ping Gahz'rilla and Cloak
Turn 5:
Ping Gahz'rilla to 48 ATK - WIN
It is too unreliable to be OP, it could give you a Wisp, Shielbearer, Target Dummy or Magma Rager. Or it could give you Grommash, Ragnaros, Dr. Boom or Neptulon. It still is good because it is a card draw by way of adding a (most of the time) useful card to your hand with a discount.
( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)