In arena field, this card could be a pain in the ass. Very often we see that players always protect their minions behind a big taunt, eg Senjin. Now after you kill their senjin, have fun dealing an army of senjins popping up.
I just hope this set at the least brings a couple of good neutral silence spells/minions because I don't want to have to run 2 owls in every and any deck i decide to build -__-
Much as with Redemption, you do not get to chose what minion this spell brings back (unless you only ever have one minion on the table) - and unlike Redemption, the cards are returned to your hand which means they still cost mana and will still be asleep when summoned.
This is not to say that it's a bad card - but it will require Mages to be very careful about which minions they run (and when they play them relative to this secret).
Great card for top decking too (if you have at least one minion). And this card it's not even close to what Arcane Intelect is. Arcane intelect is a 3 mana cicle one card and draw another.
Duplicate should be seen as one Thoughtsteal. You're not picking one card from your deck, you're CREATING cards. Even if you get two 1/1's with no battlecries or deathrattles that means that if the secret triggers and you get copies of them, you have 31 or 32 cards on your deck with no RNG involved. And you don't even need to play it on turn 3. If you have the coin and the option to coin something and the next turn you don't have any play, this card solves the problem.
And oh my god, Friendly matches with 14 Lorewalkers on play incoming.
Pretty cool new card. will work great with deathrattle theme of Naxxramas. Definitely has ways around it. If i were playing shaman or mage mirror, I would sheep/hex the minion they were hoping to get copied and kill that. enjoy your 2 1 mana cost sheep or 0/1 taunts.
As far as combos for mage and its usefulness, cards with battlecries will be good like Kirin Tor. Will be great for agrro/rush deck builds. low-cost cards will be great as well, I'm thinking Sorcerer's Apprentice becomes a must-use.
What about playing this, and Deathwing on the next turn....
That way, even if DW get's BGH'd or, Faceless killed, you can drop one more (you waste one of the DW's by playing one).
Also... 3 Alexstraza's would be awesome, You can lower enemy HP, and then get 2 additional ~1-15 point heals, with your ice blocks saving you for as many turns as you need!
I can actually see control mages, go completely spell based, except for legendaries, and mountain giants now.
Use spells to clear entire enemy board, turn after turn, with spell damage+ minions.
End game, have 6+ legendaries, plus mountain giants. Pop out the Duplicate secret the turn before you play a legendary, or, on same turn if playing Leeroy, or Cairne. Get 2 Cairnes/Leeroys next turn. Or, 2 Alex's. Or 2 mountain Giants, into a huge control hand of cards, enabling you to drop two on a Turn 10.
While an Interesting card, I actually think that it is plain average. Here's why:
If any secret deck becomes a meta staple, it will quickly be hard-countered with a Hunter's Flare
In control matchups, there are a few ways to play around such a Secret, For example, Leeroy + Kill a Whelp, Hex + Kill the Frog, Polymorph + ping Sheep, or possibly even Mukla + Kill whatever and watch them hit the hand size limit and discard a bunch of cards. Moreover, the opponent could just 'go face' and let you trade.
In control, if someone kills your Ragnaros, and Duplicate triggers then either those copies are going to be game winning or dead cards. Afterall, sometimes it is difficult to find the time to play just 1 rag while doing everything else you need to do. Squeezing 3 rag drops in a game may prove difficult. This principle is basically true of all 6+ drops.
In aggro, Yes, triple Leper Gnome sounds nasty, but if you plan on playing it on turn 3 then you are not making an (often critical) minion drop on that turn drop.
in aggro, if you play it much later in the game then the card functions a bit like Arcane Intellect.
In aggro, Its also worth pointing out that since secrets are triggered by the opponent you may find yourself with those awkward turns that Paladin has (e.g If Redemption is up, you are actively encouraged to not play the hero power, or a trash mob). In aggro Mage, playing this secret will typically make cards like Mirror Image a dead card. Thus, not only are you losing tempo by playing duplicate, your subsequent turns may end up being weaker as well! The reason being that squeezing value out of Duplicate to some extent requires that you don't play as efficiently as possible on the next few turns. (e.g. Turn 4 is Leper Gnome + Knife Juggler, not the more efficient: Leper + Knife J + Mirror Image.)
Okay, so thats the downsides, what about the pluses?
You can be a bit more wasteful/reckless with minions.
Potentially, you can set up powerful 'many-turn' combos. As already mentions in this thread, playing Leeroy and getting two new copies enables a lot of burst. Lets not overstate the power of Leeroy however, remember that this double Leeroy combo is still more mana and less damage than Leeroy + Windfury + Rockbitter Weapon. In fact, its only marginally better than Leeroy + Faceless (in virtue of being 1 mana cheaper).
Since it fills the hand, it has some Synergy with cards Like Mountain Giant and Twilight Drake.
Counterspell and Spell bender could throw non hunters for a loop on the playing around the secret. I agree with a lot of these points though. In addition, what if it is mirror entity, and just copies your minion? The sheer number of possibilities the secret could be and how it could screw with you is becoming more in line what I think blizz intended with them, to be a this could steal the minion i place, or counter my spell, or etc. The power of the secret being not so much the power of the card, but in the "I have this much mana, these cards, and I do not know which I need to play to counter it."
For example. Say the mage places an Ethereal Arcanist, and a mirror image. That is different than a counterspell or a duplicate, but any of those could be what the mage just used. It could even be ice block, and you cannot even trigger it until you "kill" them. You can play around the secrets to a certain degree, like playing 1 mana spells or dropping cheap minions, but if you have 7 mana, and need four for a polymorph, but have only one other spell in hand and it cost 4 mana and is fireball, then what are you to do? What if you have an argent commander and arcane missles, if it is counterspell then you are screwed, if it is mirror entity, then you hope that you kill the arcanist AND pop that divine shield, or else you could be in trouble.
That is why this card is going to be a great addition to the secret mage deck. It combos, it leaves people wondering which card it could be and can prevent brute forcing because a mistake could cost you the board and possibly the game.
This is OP on the outset, much stronger in Arena then constructed IMO because of metagame changes with shifting removal priorities. HOWEVER...it buffs Mage's competitiveness entering the midrange (Chillwind/Water Ele/Gadgetzan/Azure Drake) if you drop a duplicate on turn 3 into a wicked turn 4/5 drop.
I see it being a good card in arena (not a great card). I think it is mostly useless in constructed. It can help a rush deck to fill your hand, but other than that it's going to be too slow to be useful in other decks.
Rollback Post to RevisionRollBack
There are 3 kinds of people in the world. Those that can count and those that can't.
"...put 2 copies of it in your hand"
So turn 1 Mana Wyrm, turn 2 coin and this, when Wyrm dies you get two 1-mana 3/3's?
Would be awesome if it'll work that way.
I think you would just get two default mana wyrms in your hand.
In arena field, this card could be a pain in the ass. Very often we see that players always protect their minions behind a big taunt, eg Senjin. Now after you kill their senjin, have fun dealing an army of senjins popping up.
2: Nerubian Egg
3: Duplicate
4: Baron Rivendare
Eggs for days!
I just hope this set at the least brings a couple of good neutral silence spells/minions because I don't want to have to run 2 owls in every and any deck i decide to build -__-
Nope, you get the basic card, so a normal 1/3 Mana wyrm that grows with spells you play.
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Too OP if you ask me. Good both for rush decks: copying Leper Gnomes or Loot Hoarders and for control decks - copying taunts like Sunwalker or Senjin.
Much as with Redemption, you do not get to chose what minion this spell brings back (unless you only ever have one minion on the table) - and unlike Redemption, the cards are returned to your hand which means they still cost mana and will still be asleep when summoned.
This is not to say that it's a bad card - but it will require Mages to be very careful about which minions they run (and when they play them relative to this secret).
Great card for top decking too (if you have at least one minion). And this card it's not even close to what Arcane Intelect is. Arcane intelect is a 3 mana cicle one card and draw another.
Duplicate should be seen as one Thoughtsteal. You're not picking one card from your deck, you're CREATING cards. Even if you get two 1/1's with no battlecries or deathrattles that means that if the secret triggers and you get copies of them, you have 31 or 32 cards on your deck with no RNG involved. And you don't even need to play it on turn 3. If you have the coin and the option to coin something and the next turn you don't have any play, this card solves the problem.
And oh my god, Friendly matches with 14 Lorewalkers on play incoming.
Actually if you want realistic plays, Kirin into this turn 3 is busted. Then future kirin into other secret play lies there too
Pretty cool new card. will work great with deathrattle theme of Naxxramas. Definitely has ways around it. If i were playing shaman or mage mirror, I would sheep/hex the minion they were hoping to get copied and kill that. enjoy your 2 1 mana cost sheep or 0/1 taunts.
As far as combos for mage and its usefulness, cards with battlecries will be good like Kirin Tor. Will be great for agrro/rush deck builds. low-cost cards will be great as well, I'm thinking Sorcerer's Apprentice becomes a must-use.
What about playing this, and Deathwing on the next turn....
That way, even if DW get's BGH'd or, Faceless killed, you can drop one more (you waste one of the DW's by playing one).
Also... 3 Alexstraza's would be awesome, You can lower enemy HP, and then get 2 additional ~1-15 point heals, with your ice blocks saving you for as many turns as you need!
Would also make enemy shaman/mage waste their hex/poly on a Leeroy, that was going to die anyway.
That lets you play your Alex, Ysera, Archmage, etc, with impunity, on further turns.
3 father and 3 sons
3ple black knight taunt slaughter
or better yet
3ple murloc chargers. Mage's personal Force of Nature.
I can actually see control mages, go completely spell based, except for legendaries, and mountain giants now.
Use spells to clear entire enemy board, turn after turn, with spell damage+ minions.
End game, have 6+ legendaries, plus mountain giants. Pop out the Duplicate secret the turn before you play a legendary, or, on same turn if playing Leeroy, or Cairne. Get 2 Cairnes/Leeroys next turn. Or, 2 Alex's. Or 2 mountain Giants, into a huge control hand of cards, enabling you to drop two on a Turn 10.
Counterspell and Spell bender could throw non hunters for a loop on the playing around the secret. I agree with a lot of these points though. In addition, what if it is mirror entity, and just copies your minion? The sheer number of possibilities the secret could be and how it could screw with you is becoming more in line what I think blizz intended with them, to be a this could steal the minion i place, or counter my spell, or etc. The power of the secret being not so much the power of the card, but in the "I have this much mana, these cards, and I do not know which I need to play to counter it."
For example. Say the mage places an Ethereal Arcanist, and a mirror image. That is different than a counterspell or a duplicate, but any of those could be what the mage just used. It could even be ice block, and you cannot even trigger it until you "kill" them. You can play around the secrets to a certain degree, like playing 1 mana spells or dropping cheap minions, but if you have 7 mana, and need four for a polymorph, but have only one other spell in hand and it cost 4 mana and is fireball, then what are you to do? What if you have an argent commander and arcane missles, if it is counterspell then you are screwed, if it is mirror entity, then you hope that you kill the arcanist AND pop that divine shield, or else you could be in trouble.
That is why this card is going to be a great addition to the secret mage deck. It combos, it leaves people wondering which card it could be and can prevent brute forcing because a mistake could cost you the board and possibly the game.
This is OP on the outset, much stronger in Arena then constructed IMO because of metagame changes with shifting removal priorities. HOWEVER...it buffs Mage's competitiveness entering the midrange (Chillwind/Water Ele/Gadgetzan/Azure Drake) if you drop a duplicate on turn 3 into a wicked turn 4/5 drop.
SO GOOD.
I see it being a good card in arena (not a great card). I think it is mostly useless in constructed. It can help a rush deck to fill your hand, but other than that it's going to be too slow to be useful in other decks.
There are 3 kinds of people in the world. Those that can count and those that can't.
turn 10 archmage + duplicate. fireball + 2 archmage if hes killed.
Check out my decks & feel free to make suggestions!
Kirin Tor Mage only works for the next Secret you play that turn. So in your scenario I guess you're assuming your opponent is killing Kirin Tor Mage?
-nttArc