This card would be completely broken if it could go face obviously so its good they avoided that.
This card is really cool but I'm not sure where it would ever see play. You wouldn't play it in Tempo Mage because its inefficient and doesn't synergize well with Sorcerer's Apprentice and you probably wouldn't play it in a Control Mage over other removal tools because its so inefficient.
Unlike Forbidden Shaping, this card can't really backfire because you always know what it'll do but unlike Shaping, this card doesn't have the chance to instantly win games.
We'll just have to see if this card finds a niche.
I think the main reason the majority of users don't see this as good is because they are all rather shit. They come on Hearthpwn, they immediately pick up the best deck, and they run with it. They haven't sat down and honestly crafted a deck all on their own, and played it for hundreds and hundreds of hours. They just copy the work that those who spent hundreds of hours working towards created. When you're a deck builder, you are faced with decisions. You have 30 slots, and you have to fill those with cards that win you games. Sometimes, you'll have wanted another Fireball to do face damage yes, but sometimes you'll have wanted a flame cannon to remove that one annoying early game minion. Sometimes you'll have wanted a flame lance to pick off an opponent's Rag. Sometimes the only way you can win the game is by somehow killing the enemy's super buffed minion, and you need a pyroblast for it. This card is the godsend, the jack of all trades card that can remove all kinds of minions for all kinds of prices. Instead of filling your deck with 6 or 8 removal cards, you can just shove this in and manipulate your mana. I think this card is good for the same reason Ethereal Conjurer is amazing. It's one card in your deck, but it offers a ton of options and versatility.
I think the main reason the majority of users don't see this as good is because they are all rather shit. They come on Hearthpwn, they immediately pick up the best deck, and they run with it. They haven't sat down and honestly crafted a deck all on their own, and played it for hundreds and hundreds of hours. They just copy the work that those who spent hundreds of hours working towards created. When you're a deck builder, you are faced with decisions. You have 30 slots, and you have to fill those with cards that win you games. Sometimes, you'll have wanted another Fireball to do face damage yes, but sometimes you'll have wanted a flame cannon to remove that one annoying early game minion. Sometimes you'll have wanted a flame lance to pick off an opponent's Rag. Sometimes the only way you can win the game is by somehow killing the enemy's super buffed minion, and you need a pyroblast for it. This card is the godsend, the jack of all trades card that can remove all kinds of minions for all kinds of prices. Instead of filling your deck with 6 or 8 removal cards, you can just shove this in and manipulate your mana. I think this card is good for the same reason Ethereal Conjurer is amazing. It's one card in your deck, but it offers a ton of options and versatility.
All that talk is coming from somebody that thinks Nerubar Weblord is good. EleGiggle
How does it work if played after Preparation ? Say I play Preparation + Forbidden Flame on 10 mana, does it cost 10 or 7 mana ? Does it do 10 or 7 damage ? And does it actually spend 10 or 7 mana ? I would say that it costs 7 mana to play and spends all 10 mana for 10 damage, but it sounds weird...
it's using all the mana as an effect of the spell and not the cost of the spell itself. So the Preparation would be useless. It would lower the cost of Forbidden Flame to 0 mana which it already is at, and then Forbidden Flame would siphon all your available mana into a 1 to 1 dmg equivelant prior to adding in spell damage. Leaving you still at 0 available mana. It would still use 10 mana because no mana would have been used prior to the "combo" and still deal 10 dmg on a minion.
How does it work if played after Preparation ? Say I play Preparation + Forbidden Flame on 10 mana, does it cost 10 or 7 mana ? Does it do 10 or 7 damage ? And does it actually spend 10 or 7 mana ? I would say that it costs 7 mana to play and spends all 10 mana for 10 damage, but it sounds weird...
it's using all the mana as an effect of the card. So the Preparation would be useless. It would lower the cost of Forbidden Flame to 0 mana which it already is at, and then Forbidden Flame would siphon all your available mana into a 1 to 1 dmg equivelant prior to adding in spell damage. Leaving you still at 0 available mana. It would still use 10 mana because no mana would have been used prior to the "combo" and still deal 10 dmg.
Also there's the fact that Preparation is a Rogue spell and this scenario almost will never happen. A candidate for worst plays ever though :)
Is a card that , as a Mage player, i dont know if will work till is probed in the field. i though months ago Arcane Blast was a bad card and when i try it worked ok.
As a card for Rogue it would've been much more interesting. :/
No, it's don't, the card consumes all your mana and you cannot play combo cards after. :/
I know that it wouldn't work with Prep, but you could still use Prep+Spell after FF. This or Blizz should have also changed the card text a little bit. I Just felt like all the flexibility it offers would be more appropriate in a Rogue deck, instead of giving mage another unnecessary removal spell.
are you stupid or new to hearthstone i am hoping the 2nd one you just named it it is worse then every single mage spell why did everybody hate in flame lance? it did more damage but it could not hit face? this card is a joke i'm not laughing blizzard flame lance didn't see play this will never see play flame lance still has a chance this doesn't end of story
Calling me stupid? Wow. I was just trying to have a discussion, and happen to have a different opinion than you. Stay classy.
Another retarded card in this expansion. It will be no use for any common mage decks: tempo, freeze or fatigue. It could have some use in arena. I suppose the designer is just running out of ideas.
I really love the all-purpose nature of this card: good removal against aggro, mid-range and big-minion control decks. Can even choose to spend 0 mana just to proc Gadgetzan or Flamewaker (2 missiles for 0 mana is actually quite good).
This will probably replace Flamecannon in tempo mage.
Are you serious? Good removal against aggro? You can't kill any 1 mana 1/3 minion in your turn 2 with this, compare this to the awesome Flamecannon is just heresy. :P
This card is soo bad, can be consider a minor nerf for Ethereal Conjurer.
so you used flamecannon to remove 1/3 minions....that's one use for it, I guess.
I feel like this card was meant to be "combo'd" with Malygos maybe giving way to a Dragon Mage of some kind.
Howdy! [cardimg=gold ]Card Name[ /cardimg] (no space)
Hey, how's it going?
What's poppin,' player?
Trash expansion.
"The light shall burn you!" - heals face.
This card would be completely broken if it could go face obviously so its good they avoided that.
This card is really cool but I'm not sure where it would ever see play. You wouldn't play it in Tempo Mage because its inefficient and doesn't synergize well with Sorcerer's Apprentice and you probably wouldn't play it in a Control Mage over other removal tools because its so inefficient.
Unlike Forbidden Shaping, this card can't really backfire because you always know what it'll do but unlike Shaping, this card doesn't have the chance to instantly win games.
We'll just have to see if this card finds a niche.
Seems terrible.
I think the main reason the majority of users don't see this as good is because they are all rather shit. They come on Hearthpwn, they immediately pick up the best deck, and they run with it. They haven't sat down and honestly crafted a deck all on their own, and played it for hundreds and hundreds of hours. They just copy the work that those who spent hundreds of hours working towards created. When you're a deck builder, you are faced with decisions. You have 30 slots, and you have to fill those with cards that win you games. Sometimes, you'll have wanted another Fireball to do face damage yes, but sometimes you'll have wanted a flame cannon to remove that one annoying early game minion. Sometimes you'll have wanted a flame lance to pick off an opponent's Rag. Sometimes the only way you can win the game is by somehow killing the enemy's super buffed minion, and you need a pyroblast for it. This card is the godsend, the jack of all trades card that can remove all kinds of minions for all kinds of prices. Instead of filling your deck with 6 or 8 removal cards, you can just shove this in and manipulate your mana. I think this card is good for the same reason Ethereal Conjurer is amazing. It's one card in your deck, but it offers a ton of options and versatility.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
the card wouldn't even be op if you could hit face with it.
I don't play mage but sorry for this crappy card.
Is a card that , as a Mage player, i dont know if will work till is probed in the field. i though months ago Arcane Blast was a bad card and when i try it worked ok.
I think this card is awesome. let's not forget all the synergy mage has with spells. this is a free spell.
I've been thinking more and more about this card and I actually really like it in "Miracle Mage." Free spells are just cycles for gadgetzan at worst.
Card seems like garbage to me. its clearly worse than comparable spells like Fireball (which can go face) and Flame Lance (which isnt played)
so apparently you have to value this card by its flexibility, which isnt enough for me
Another retarded card in this expansion. It will be no use for any common mage decks: tempo, freeze or fatigue. It could have some use in arena. I suppose the designer is just running out of ideas.
the text reads "spend all your mana".
the 0 cost is such a lie when it actually uses All mana. flexible? NOT