Yeah but if it's too easy, it'll just be a one-dimensional deck. You just end up with Curvestone again.
I could -- and maybe should -- have add a *Sigh* following my ''Yay'' : just like you, I'm not convinced it is a good thing to make this quest easy. The reward's way too broken ... Playing 2 turns in a row means Building a board and attacking with it, without your opponent having any chance to defend himself ... Ouch!
Arena is gonna be bad for Mages....Even worse than it is now because once again they got a very powerful Arena set of cards...From what i have seen they got 1st place .
Yeah but if it's too easy, it'll just be a one-dimensional deck. You just end up with Curvestone again.
Initially, that's exactly what will happen.
Then people will figure out exactly how many spell generators you can do without, and start slotting other powerful stuff in where possible.
That's basically how things went with C'Thun, and most of the quests are very similar to C'Thun from a mechanical/deckbuilding standpoint.
Yep, you're absolutely right. It's disappointing from a creativity standpoint is all.
Mimic Pod gets you duplicate cards. Unique way of helping Rogue Quest. Primalfin Champion returns to you your buff cards. Unique way of helping Pally Quest. Elder Longneck is a 5/1 that's only good if you have other 5-Attack cards. Unique way of helping Druid Quest.
What does Mage get? Put spells in hand, spells in hand, spells in hand. Mana Bind was a cool way to activate it but it seems like it'll be way faster and more reliable if you just generate your own spells. Would've been interesting if – for example – if Lorewalker Cho was suddenly viable, just because they didn't print a lot of these generators.
In the end I'm not talking about viability here. I'm just talking fun deckbuilding. For example, why not a Mage card that says "Transform Flame Elementals in your hand into Fireballs," now that's a unique spell generator.
Why are there not more comments on this one? Its one of the best cards in this set imo. I think people are highly underrating this. This singelhandedly solves a huge part of tempo mages card draw problems by itsself.
This is a 5/4 for 4 that draws a relevant card.
Tempo mage will be all over the place and manawyrm will wreck again like it did during GvG slaughtering Secret paladins.
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I didn't have a signature so Flux added one for me.
Mage Quest is getting easier and easier ..! Yay
"What have you got there,
PinocchioMalygos?"If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.



This card is good, elemental 2 turn otk mage inc.
Will only be played for quest unfortunately
mages will love it
"What have you got there,
PinocchioMalygos?"Arena is gonna be bad for Mages....Even worse than it is now because once again they got a very powerful Arena set of cards...From what i have seen they got 1st place .
Anything that keeps the Elemental curve train going is a good card.
only good because of the quest, otherwise not great.
Tomb Pillager 2.0
"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
Mimic Pod gets you duplicate cards. Unique way of helping Rogue Quest.
Primalfin Champion returns to you your buff cards. Unique way of helping Pally Quest.
Elder Longneck is a 5/1 that's only good if you have other 5-Attack cards. Unique way of helping Druid Quest.
What does Mage get?
Put spells in hand, spells in hand, spells in hand. Mana Bind was a cool way to activate it but it seems like it'll be way faster and more reliable if you just generate your own spells. Would've been interesting if – for example – if Lorewalker Cho was suddenly viable, just because they didn't print a lot of these generators.
In the end I'm not talking about viability here. I'm just talking fun deckbuilding.
For example, why not a Mage card that says "Transform Flame Elementals in your hand into Fireballs," now that's a unique spell generator.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.



Why are there not more comments on this one? Its one of the best cards in this set imo. I think people are highly underrating this. This singelhandedly solves a huge part of tempo mages card draw problems by itsself.
This is a 5/4 for 4 that draws a relevant card.
Tempo mage will be all over the place and manawyrm will wreck again like it did during GvG slaughtering Secret paladins.