nah they just added the durability so there less weak to weapon removal ie the pirate
If the Durability does not limit the amount of times this effect occurs, then this card is terrible. It's good for 2 or 3 turns at most, then it's going to lose you games, specially when there are no ways to remove the weapon by yourself, not currently.
I think this card will be good in a very aggressive mage in anything that doesnt lack aggression like using it in a control deck you will end up milling your cards and maybe even fatiguing yourself to death if your not careful i mean thats 6 19 34 damage roll over from your standard draw end of turn 3 cards from the mage weapon means your fatigue to death in 3-4 turns tops if it stayed on the board and you were at the bottom of your deck. Unless its played early its very dangerous for actually killing you. Early game aggressive mage is where i could see this card having potential if it becomes a thing maybe in secret/tempo mage.
This is going to be crazy overpowered. It's like the meteor version of card draw. Druid has Nourish which is often just used for card draw- this is one mana more, but playing nourish every turn, crazy! All you have to do as a mage is survive/stall and draw whatever combo you want.
people concern about Q mage. the problem is you have to draw this as early as you can as a Q mage(turn 6) if you play this instead of draw. This make it more Coin flip that you win or lose a game rely to a key card.(which can be destroy)
Moreover as rumor said, Ice Block will go Wild because blizzard hate F2P player It's the only thing make freeze mage deck alive.
Blizzard said they hate uninteractive deck yet they print Time Warp
ok, ok so every class has one legendary weapon and a minion good to know! Also will it lose durability or is it something that everyone will have to run Swamp Ooze?
Why people are asking if this weapons are going to lose durability each proc? If those weapons work this way, each of those would have an additional text 'lose 1 durability each turn/proc/something'. As long as it isn't stated anywhere, it won't lose durability.
The opponent doesn't play a fatigue deck? That made you sad? Well now you are able fatigue yourself and possible overdraw every turn for only 6 mana xD
drawing is powerful effect but overdraw isnt good so this wont see play in control but in tempo/secret 6 mana draw engine seems too slow,AI cheaper 3 mana and can synergy with mana wyrm
Value wise this is very good - of course you would not play this on curve, but after you have exhausted your hand; same way Druid uses Nourish. And 5 mana draw 3 cards << 6 mana draw 9 cards.
But it's a risk. By its Legendary nature it either draws you a load of cards, or none because its in the other half of your deck. So do you still use AI risking draw overload? Or go all-in for this, risking not drawing it or having it put into a museum?
Where it does seem great is in Exodia Mage which can now drop all the overpriced Novice Engineers and Loot Hoarders and play more impactful cards instead.
I don't think think this is impossible for quest mage... The only time U need to hold five specific cards is one turn when its time to trigger the gombo. Other than that this card removes all the card draw cards (5 cards...) and replaces them with cheap spell cards. That is five more spells to your deck... Or, you can use some of those slots for more protection. It Might work and it might make it stronger as long as you have enough mana to drop cards...
But.. what if this card is bottom 10 in your deck?
Loosing the 5 other cycle cards for protection is most likely game loosing then.
Quest mage is almost always on a clock, and consistensy is key.
First, we have not seen the other legendary weapons yet. And we may likely see new weapon removal as well because of those. Who knows, maybe one of them will be a neutral that simply "destroy A weapon (so including yours) and gain X". And no matter what, with so many weapons coming up, including even an old weapon removal tool will likely be a must, at least in the first few weeks. How do you make a spot in your mage deck for them? Remove both Arcane Intellect, add the mage weapon, and a weapon removal instead. Mage rarely had to include weapon removal because freezing was often enough to stall, but with the new weapons coming out, removal may become a must.
It is one, although it is replacing it, not simply removing it. I hope they introduce another neutral option to remove the own weapon. If not, this card is simply not playable. The only place where it can be consired is an Aggressive style Mage...
For me it is perfect curve, put a lot of cheap removals, some big spells, play the weapon in turn 6, draw 3 cards, turn 7 remove opponent board, put some minions draw another 3 cards, in turn 8 Play Medivh with a lot of cards in hand and don't worry about overdraw.
For me it is perfect curve, put a lot of cheap removals, some big spells, play the weapon in turn 6, draw 3 cards, turn 7 remove opponent board, put some minions draw another 3 cards, in turn 8 Play Medivh with a lot of cards in hand and don't worry about overdraw.
Well, if you do manage to curve out like that and also can afford to not affect the board on turn 6, it is pretty good.
In turn 5 you can play Doomsayer + Frost Nova, the optimal play of the weapon is an empty board.
this card is insane just people that are blind cant see it and its ok
For me the best part of this weapon is opponent cannot deny you get value from it, even if opponent destroy the weapon in the next turn you get 3 cards from it, if not, the card advantage in 2 or 3 turns just win the game.
It is like Fandral, Lyra or Arquimage, opponent must have to destroy or lose the game.
nah they just added the durability so there less weak to weapon removal ie the pirate
I think this card will be good in a very aggressive mage in anything that doesnt lack aggression like using it in a control deck you will end up milling your cards and maybe even fatiguing yourself to death if your not careful i mean thats 6 19 34 damage roll over from your standard draw end of turn 3 cards from the mage weapon means your fatigue to death in 3-4 turns tops if it stayed on the board and you were at the bottom of your deck. Unless its played early its very dangerous for actually killing you. Early game aggressive mage is where i could see this card having potential if it becomes a thing maybe in secret/tempo mage.
This is going to be crazy overpowered. It's like the meteor version of card draw. Druid has Nourish which is often just used for card draw- this is one mana more, but playing nourish every turn, crazy! All you have to do as a mage is survive/stall and draw whatever combo you want.
I'm going to call it I see pirate mage becoming a thing
people concern about Q mage.
the problem is you have to draw this as early as you can as a Q mage(turn 6) if you play this instead of draw.
This make it more Coin flip that you win or lose a game rely to a key card.(which can be destroy)
Moreover as rumor said, Ice Block will go Wild because
blizzard hate F2P playerIt's the only thing make freeze mage deck alive.Blizzard said they hate uninteractive deck yet they print Time Warp
ok, ok so every class has one legendary weapon and a minion good to know! Also will it lose durability or is it something that everyone will have to run Swamp Ooze?
Why people are asking if this weapons are going to lose durability each proc? If those weapons work this way, each of those would have an additional text 'lose 1 durability each turn/proc/something'. As long as it isn't stated anywhere, it won't lose durability.
The opponent doesn't play a fatigue deck? That made you sad? Well now you are able fatigue yourself and possible overdraw every turn for only 6 mana xD
This will be absolute monster in tempo mage. If you don't have immediate answer you're about to burn.
hard to evaluate this card
drawing is powerful effect but overdraw isnt good so this wont see play in control but in tempo/secret 6 mana draw engine seems too slow,AI cheaper 3 mana and can synergy with mana wyrm
will be best in tempo Mage
AgrooMage?
Deck builder, hearthstone player and general gamer.
Value wise this is very good - of course you would not play this on curve, but after you have exhausted your hand; same way Druid uses Nourish. And 5 mana draw 3 cards << 6 mana draw 9 cards.
But it's a risk. By its Legendary nature it either draws you a load of cards, or none because its in the other half of your deck. So do you still use AI risking draw overload? Or go all-in for this, risking not drawing it or having it put into a museum?
Where it does seem great is in Exodia Mage which can now drop all the overpriced Novice Engineers and Loot Hoarders and play more impactful cards instead.
First, we have not seen the other legendary weapons yet. And we may likely see new weapon removal as well because of those. Who knows, maybe one of them will be a neutral that simply "destroy A weapon (so including yours) and gain X". And no matter what, with so many weapons coming up, including even an old weapon removal tool will likely be a must, at least in the first few weeks. How do you make a spot in your mage deck for them? Remove both Arcane Intellect, add the mage weapon, and a weapon removal instead. Mage rarely had to include weapon removal because freezing was often enough to stall, but with the new weapons coming out, removal may become a must.
Incredibly powerful. A Mage that can dig in the mid- / late-game is going to be able to finish much more quickly and consistently than now.