This might be good in a aggro/burn deck that plays a lot of cards each turn but also doesn't have any essential card because if that is so, burning cards is not much of a downside, it's certainly no match for the upside of having as many cards as you want, but of course only in aggro
It does not lose durability. Some weapons in Hearthstone do, but you can see it in the card text. The only reason why this and priest weapon have 3 instead of 1 durability is to prevent every deck playing Patches package
That's how I read it. That means that there's no way for you to get rid of it yourself, so unless you're building to an infinite fireball combo any player with enough healing or armor to weather your direct damage spells will take you to fatigue pretty quickly.
When I first saw this card, Exodia mage instantly jumped to mind as you can potentially substitute out some draw mechanics in favor of running more anti-aggro tech. However, the entire deck would need to be built back up from scratch as the current version relies too heavily on keeping cards in hand so constantly drawing can lead to the same situations as casting UI in Aviana Combo druid where you would essentially just mill a bunch of cards and potentially your win condition. Conversely, might see some play in tempo mage.
Then again all weapon cards could turn out to be complete trash because if one is overpowered then each and every deck will be running minimum double weapon removal, something like Gollaka Crawlers during the prevalence of pirate warrior.
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My humble opinion: Pretty much EVERY mage decks include two Arcane Intellect (cost 3 mana each and will yield 4 cards for 6 mana, so you just saved one card spot here). And more agressive mage decks often include Loot Hoarder (N'zoth particularly), Babbling Book, Thalnos, etc, just to get a few more cards as most of the time, your hand empty pretty fast (particularly secret mage). Now, drop all those cards from your deck, and include things like a Pyroblast (it's so useless if you don't have many cards in your hand, and you won't mind holding it after turn 6 if you have tons of other cards to play), plus a few low cost freeze cards so you can play it later on. I would not craft that weapon, but I would be really happy to get it in a pack so I can try it for sure. You may mill yourself, but that's while you're playing tons of damage in turn 7 to 10 quite often going directly to face with many cheap spells, without worrying about taunts.
If the enemy has no weapon removal; the value of this card gets absolutely absurd very quickly. Drawing 2 cards as a Mage is worth 3 mana and 1 card. If Aluneth remains around for even two turns; it's worth it.
And considering the combo Mage decks such as Exodia; this is probobly a must-have. Even with weapon removal likly being more common due to Legendary weapons; draw 3 for 6 mana while also forceing your opponent to play weapon removal next turn is still powerful. 6 mana for 3 is between Nourish [But Aluneth forces a specific play next turn] and Sprint [Costs 7 but gives 4 cards]
I'm not sure the existence of Dragon Soul and Aluneth automatically guarantee weapon removal to be included in every deck. At most, weapon removal is now guaranteed to be useful against every class since they could potentially be running the weapon. But that doesn't automatically justify inclusion. We have to wait and see if two or three decks emerge in the new meta that run a lot of weapons, like pre-nerf Pirate Warrior and such, because then they'd be vital to remove.
Obviously Exodia Mage will probably use to dig faster for the combo, but there's also a possibility for Tempo Mage or some kind of burn Mage to use it, and just spam all damage spells at the face, with massive reloading capabilities.
The problem with this seeing play in a combo deck, is combo decks want to be keeping cards in their hand and not just dumping them. This card is essentially draw 4 per turn and as it stands I don't think the mage combo deck can support drawing 4 per turn.
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 :/
This would actually be really bad in quest mage. Because you draw three at the end of your turn and one in the begging of your turn. So in between playing cards you are going to draw four cards. Quest mage keeps an extensive hand with all of the cards that add to your hand, and all of The five cards you need to complete the combo. You will burn to many cards.
So I think in a burst mage that can make up for a turn lost drawing.
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Rejoice, for even in death, you have become children of Thanos.
Quest Mage can probably not use it too well since they're generating too many cards and will risk burning their combo. Tempo Mage and Burn Mage on the other hand can totally abuse this, since all those decks want to do late-game is draw into as much burn as possible and throw it straight at the face.
People seem to forget that many, many times, while playing control or combo, you will be very close to overdrawing cards. This makes it even easier. This card is perfect in some aggro or tempo mage tho
This might be good in a aggro/burn deck that plays a lot of cards each turn but also doesn't have any essential card because if that is so, burning cards is not much of a downside, it's certainly no match for the upside of having as many cards as you want, but of course only in aggro
What about this kind of deck?
When I first saw this card, Exodia mage instantly jumped to mind as you can potentially substitute out some draw mechanics in favor of running more anti-aggro tech. However, the entire deck would need to be built back up from scratch as the current version relies too heavily on keeping cards in hand so constantly drawing can lead to the same situations as casting UI in Aviana Combo druid where you would essentially just mill a bunch of cards and potentially your win condition. Conversely, might see some play in tempo mage.
Then again all weapon cards could turn out to be complete trash because if one is overpowered then each and every deck will be running minimum double weapon removal, something like Gollaka Crawlers during the prevalence of pirate warrior.
Initial thoughts:
6 mana do nothing is a big ask for any deck....Medihv is almost a tempo loss at 8 mana for example
doesn't lose durability =self-mill eventually
Initially seems bad, but obviously cards could come out to support it
My humble opinion: Pretty much EVERY mage decks include two Arcane Intellect (cost 3 mana each and will yield 4 cards for 6 mana, so you just saved one card spot here). And more agressive mage decks often include Loot Hoarder (N'zoth particularly), Babbling Book, Thalnos, etc, just to get a few more cards as most of the time, your hand empty pretty fast (particularly secret mage). Now, drop all those cards from your deck, and include things like a Pyroblast (it's so useless if you don't have many cards in your hand, and you won't mind holding it after turn 6 if you have tons of other cards to play), plus a few low cost freeze cards so you can play it later on. I would not craft that weapon, but I would be really happy to get it in a pack so I can try it for sure. You may mill yourself, but that's while you're playing tons of damage in turn 7 to 10 quite often going directly to face with many cheap spells, without worrying about taunts.
If the enemy has no weapon removal; the value of this card gets absolutely absurd very quickly. Drawing 2 cards as a Mage is worth 3 mana and 1 card. If Aluneth remains around for even two turns; it's worth it.
And considering the combo Mage decks such as Exodia; this is probobly a must-have. Even with weapon removal likly being more common due to Legendary weapons; draw 3 for 6 mana while also forceing your opponent to play weapon removal next turn is still powerful. 6 mana for 3 is between Nourish [But Aluneth forces a specific play next turn] and Sprint [Costs 7 but gives 4 cards]
Current Deck -http://www.hearthpwn.com/decks/240420-army-paladin - Token Paladin
I'm not sure the existence of Dragon Soul and Aluneth automatically guarantee weapon removal to be included in every deck. At most, weapon removal is now guaranteed to be useful against every class since they could potentially be running the weapon. But that doesn't automatically justify inclusion. We have to wait and see if two or three decks emerge in the new meta that run a lot of weapons, like pre-nerf Pirate Warrior and such, because then they'd be vital to remove.
This card looks like a lot of fun, though.
Obviously Exodia Mage will probably use to dig faster for the combo, but there's also a possibility for Tempo Mage or some kind of burn Mage to use it, and just spam all damage spells at the face, with massive reloading capabilities.
Hello!
To slow and clunky... it makes no board impact. I like the ability to draw 9 cards over 3 turns but 6 mana is just a killer
The problem with this seeing play in a combo deck, is combo decks want to be keeping cards in their hand and not just dumping them. This card is essentially draw 4 per turn and as it stands I don't think the mage combo deck can support drawing 4 per turn.
Drakkari Enchanter finally viable? XD
I'd run a 5 mana draw 3 in a lot of mage decks. 1 mana more I get it again every turn.
Anger is the punishment we give ourselves for someone else's mistake.
Cablist tome over this I guess. Just hoping I wont get this from the free weapon giveaway
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Rejoice, for even in death, you have become children of Thanos.
Only the best healing paladin and priest cards can stand vs a burn mage drawing 4 cards every turn.
The good side of this card you don't lose too much if destroyed for Harrison, you get 3 cards too.
This card can only be playble on a combo deck, its to slow for aggro, and any control deck can't draw 12 cards in 3 turns.
My magic will tear you apart!
Quest Mage can probably not use it too well since they're generating too many cards and will risk burning their combo. Tempo Mage and Burn Mage on the other hand can totally abuse this, since all those decks want to do late-game is draw into as much burn as possible and throw it straight at the face.
People seem to forget that many, many times, while playing control or combo, you will be very close to overdrawing cards. This makes it even easier. This card is perfect in some aggro or tempo mage tho