People who are cheering this as a Tempo Mage card must not play much Tempo Mage. It's about as anti-tempo as a card can get.
Where this will absolutely shine is in a grinder mage deck, where it will give you two cards of advantage (and more if it gives you an AOE). You don't want to play this card on curve. You want to play it on turns 8+ when you can take another meaningful action and/or refill your hand if in a topdeck battle.
Could also be interesting as a freeze mage tech card if big healing / armor control decks become dominant and you need an "Oh Shit" button when you run out of your finite pool of burst. Pretty unlikely but conceivable.
Overall, I'm happy to see mage nudged more towards control and away from tempo.
I don't like this. Discover was fine because it's only 1 card and it gives you a choice. This is just pure annoying RNG, like unstable portal.
People don't seem to understand that discover is also RNG. you get a "choice" of 1 out of 3 RANDOM cards. This spell does the same, but you get all 3, including the one you would have chosen.
EDIT: With the caveat that you can (I'm assuming) get 2 or 3 of the same spell with this new card.
Poeple don't seem to understand that some forms of RNG may be considered acceptable while other forms may not.
Discover gives you a choice, thus creating a bit of stratetegy. For example Joust was pure RNG that would lose you the game if you lost it. That's why people liked discover and hated Joust or why so many people hated Unstable Portal, which also wins games by itself.
You ignored the most important part of the discover mechanic, the ability to choose.
You ignored the entire point of my post. You get the illusion of choice - you are picking 1 card out of 3 random cards. This spell lets you pick 3 cards out of 3 random cards. Only you don't need to pick, because you get them all!
It's an OK card that might find its way into some mage builds. It seems like the designers are carefully avoiding power creep in the face of a new format. I think the set will look rather meh upon release, but it will be for the greater good of the game in the long run.
It's no unstable portal, but if you think about it, that might be a good thing...
probably a tempo mage card..... freeze mage you might end up with too many cards in your hand.......
it seems a bit random at first glance, but when consider how many removal you could end up getting base on the format you are in, either way it isn't bad since it can only get spells.
Guys, look at this this way, instead of discovering 3 cards from Ethereal Conjurer, you now get the chance to get ALL 3! Just not the 6/3 body attached.
Great control v control card, but that's it. It's basically a worse nourish outside of a select few matchups for a class that can better use the draw.
It generates cards, it doesn't draw them that's a very important distinction and especially vs Control nowadays you usually don't want to draw too much.
"a worse nourish outside of a select few matchups" I took that into account, but it also limits the decks this card can be played in.
I don't like this. Discover was fine because it's only 1 card and it gives you a choice. This is just pure annoying RNG, like unstable portal.
People don't seem to understand that discover is also RNG. you get a "choice" of 1 out of 3 RANDOM cards. This spell does the same, but you get all 3, including the one you would have chosen.
EDIT: With the caveat that you can (I'm assuming) get 2 or 3 of the same spell with this new card.
Poeple don't seem to understand that some forms of RNG may be considered acceptable while other forms may not.
Discover gives you a choice, thus creating a bit of stratetegy. For example Joust was pure RNG that would lose you the game if you lost it. That's why people liked discover and hated Joust or why so many people hated Unstable Portal, which also wins games by itself.
You ignored the most important part of the discover mechanic, the ability to choose.
You ignored the entire point of my post. You get the illusion of choice - you are picking 1 card out of 3 random cards. This spell lets you pick 3 cards out of 3 random cards. Only you don't need to pick, because you get them all!
this is the most retarted post ive ever read. gratz
First up, the vanilla test: 5 mana for 3 cards is ~1.6 mana per card. Our comparison point is Arcane Intellect 3 mana, 2 cards from your deck. That's 1.5 mana/card. Slightly less efficient, but that's negligible. The real difference here is that they're random. Assuming what you put in your deck is cards that you really want to draw, this is a downside. That said, it does open up the possibility that you get something that wasn't in your deck, that you really needed.
Now let's look at the different phases in the game in which you might draw this:
1) In development: at the start of the game this is not a card you want to see. You'll be sad to rip this on a mulligan. While arcane intellect is fine for a control deck in development, this card is entirely too slow, even for control.
2) When you're behind on board: this builds hand, not board. It's too slow in this situation.
3) When you're ahead on board: This is OK, and it might give you the tools you need/want to close out the game - especially if you were out of cards. Because it's a low-tempo play, it gives your opponent a chance to get back in the game.
4) When you're top-decking - Assuming you aren't facing down lethal, this is exactly the sort of card that can get you back into the game. Let's just hope that you get fireballs rather than arcane missiles. If the game is going to fatigue, this is also very strong.
All-in-all the card has potential in decks that run out of gas, but don't want to dedicate too many cards to refilling. It also has decks that are on a grindy-value plan - you play the mid-to-long game and get little edges on your opponent along the way until the net impact is that you're ahead on cards and board. Lastly, it has extra value in a fatigue situation.
On the rarity level, epic is probably appropriate because otherwise this would be too powerful in arena, particularly for a class that's already quite strong (if not #1).
rly good
"Draws" you 3 cards that doesn't come from your deck. Seems okay. Looks perfect for a deck like freeze Mage or at least a one of in that deck.
People who are cheering this as a Tempo Mage card must not play much Tempo Mage. It's about as anti-tempo as a card can get.
Where this will absolutely shine is in a grinder mage deck, where it will give you two cards of advantage (and more if it gives you an AOE). You don't want to play this card on curve. You want to play it on turns 8+ when you can take another meaningful action and/or refill your hand if in a topdeck battle.
Could also be interesting as a freeze mage tech card if big healing / armor control decks become dominant and you need an "Oh Shit" button when you run out of your finite pool of burst. Pretty unlikely but conceivable.
Overall, I'm happy to see mage nudged more towards control and away from tempo.
You could get Cabalist's Tome from Cabalist's Tome, which can then give you more Cabalist's Tomes! Infinite value!
It's an OK card that might find its way into some mage builds. It seems like the designers are carefully avoiding power creep in the face of a new format. I think the set will look rather meh upon release, but it will be for the greater good of the game in the long run.
It's no unstable portal, but if you think about it, that might be a good thing...
probably a tempo mage card..... freeze mage you might end up with too many cards in your hand.......
it seems a bit random at first glance, but when consider how many removal you could end up getting base on the format you are in, either way it isn't bad since it can only get spells.
Guys, look at this this way, instead of discovering 3 cards from Ethereal Conjurer, you now get the chance to get ALL 3! Just not the 6/3 body attached.
Really cool card!
Thanks, but no thanks!
Infinite value mage!
Golden heroes: Warlock, Druid, Mage, Hunter
I like this a lot for Tempo
Come to my mage :B
Let's take a detailed look at this.
First up, the vanilla test: 5 mana for 3 cards is ~1.6 mana per card. Our comparison point is Arcane Intellect 3 mana, 2 cards from your deck. That's 1.5 mana/card. Slightly less efficient, but that's negligible. The real difference here is that they're random. Assuming what you put in your deck is cards that you really want to draw, this is a downside. That said, it does open up the possibility that you get something that wasn't in your deck, that you really needed.
Now let's look at the different phases in the game in which you might draw this:
1) In development: at the start of the game this is not a card you want to see. You'll be sad to rip this on a mulligan. While arcane intellect is fine for a control deck in development, this card is entirely too slow, even for control.
2) When you're behind on board: this builds hand, not board. It's too slow in this situation.
3) When you're ahead on board: This is OK, and it might give you the tools you need/want to close out the game - especially if you were out of cards. Because it's a low-tempo play, it gives your opponent a chance to get back in the game.
4) When you're top-decking - Assuming you aren't facing down lethal, this is exactly the sort of card that can get you back into the game. Let's just hope that you get fireballs rather than arcane missiles. If the game is going to fatigue, this is also very strong.
All-in-all the card has potential in decks that run out of gas, but don't want to dedicate too many cards to refilling. It also has decks that are on a grindy-value plan - you play the mid-to-long game and get little edges on your opponent along the way until the net impact is that you're ahead on cards and board. Lastly, it has extra value in a fatigue situation.
On the rarity level, epic is probably appropriate because otherwise this would be too powerful in arena, particularly for a class that's already quite strong (if not #1).
Tempo Mage would usually prefer to just run Ethereal Conjurer for the body over the other two spells.
in Freeze Mage it probably won't see play since they already just draw from their decks for burn.
Maybe in some kind of normal Control Mage but room is already really tight in those decks so I don't know what you would cut for it.