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The problem with this card is that it happens at the end of your turn, it's less effective that way, but if you are quest mage or some sort of freeze mage, it might be just useful enough, there's also also a concern that you might mill :/
Wanted to press meta-defining, but still: is it necessary in Mage: they already have so much card draw, drawing 3 cards every turn can easily lead to overdraw... in nearly every other class i would say, that card is bonkers, but in Mage it's a ok card. But in the end you only might self-mill yourself with it.
this sounds unimpressive at first but consider this. One of the big problems in Control mage right now is not having access to card draw like classes like Warlock or Priest do.
Moreover this might help Kazakus mage (which suffers from lack of draw even more), thus enabling Inkmaster Solia which could be pretty rad if we get good high cost spells.
I mean, at worst this card is a 6-mana Nourish. I mean, sure Weapon removal is going to be everywhere with class weapons, but that also means that you cn run Harrison Jones for additional card draw as well (and this weapon doesn't really hurt oyu that much if it gets destroyed after one turn).
Could be pretty damn amazing in Burn Mage. Being able to pack your deck with more damaging spells instead of draw spells is HUGE. Not spending that 3 mana on AI or something will make a big difference.
Does anyone know if these weapons ever lose durability? Or do they stay equipped until destroyed? Lose 1 durability per turn maybe? Even if this only works for 3 turns, it's still 9 cards for 6 mana, and in a Burn deck that could make a huge difference.
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Nature is the Day. Man is the Sun. Woman is the Moon. The Stone is the Sky. The Art is the Way.
I was between very good and playable and I went with very good. Nine cards over 3 turns for 6 mana is really good value and Mages have the control and stall cards to take advantage of it. The biggest concern is the oozes and Harrison Jones may be omnipresent if these Legendary weapons are really good, which would make this card significantly worse.
Atleast you will secure three card draw but it is hard to play atleast 3 card each turn so this fits to decks where you burn your hand too fast. for combo decks such as exodia mage this is a dangerous card to play.
Pro's = Against slower decks you can draw the cards you need to burn out, plus it still gets good value even if you get oozed. Cons = This is pretty much turn 6 pass, doesn't effect the board state and this is a turn when you need to be freezing/removing aggressive decks.