Its funny how everyone thinks that this card is solely intended for control/combo mage
Welcome to the new meta, an aggressive mage that ever runs out of steam!
Have Fun Laddering guys!
This is the reason why I enjoy expansion releases so much, just having the advantage of being able to build a decent deck without guides is a big plus.
I insist that this card has little practical use due to its effect and its cost. It will be only useful in some particular cases and, even for those cases, it will not be worth because of its cost...
We still have to see the legendary weapons of the other classes, but I believe that Aluneth will be the only weapon in the game that those who play it will pray for their opponents to destroy it before it is too late.
In short, this legendary weapon offers little or very expensive utilityin exchange of its many associated disadvantages. As the mages already have many stupid/garbage legendaries I think that, sadly, our first legendary weapon will also fall in that same bag.
For that reason, since the current effect of Aluneth is practically unworthy for mages, I ask you to do an exercise of imagination: let's speculate what would be a more appropriate, innovative and, ultimately, fun and interactive effect for this legendary weapon.
That's why I invite you all (especially those of you who could consider yourselves as 'main mages') to vote in this poll.
I insist that this card has little practical use due to its effect and its cost. It will be only useful in some particular cases and, even for those cases, it will not be worth because of its cost...
We still have to see the legendary weapons of the other classes, but I believe that Aluneth will be the only weapon in the game that those who play it will pray for their opponents to destroy it before it is too late.
In short, this legendary weapon offers little or very expensive utilityin exchange of its many associated disadvantages. As the mages already have many stupid/garbage legendaries I think that, sadly, our first legendary weapon will also fall in that same bag.
For that reason, since the current effect of Aluneth is practically unworthy for mages, I ask you to do an exercise of imagination: let's speculate what would be a more appropriate, innovative and, ultimately, fun and interactive effect for this legendary weapon.
That's why I invite you all (especially those of you who could consider yourselves as 'main mages') to vote in this poll.
I'm not sure what you mean by card draw being impractical. Tempo Mage's biggest problem right now is it runs out of steam way too quickly, among its other shortcomings. It's a top-end card draw engine tailor-made for Mage, an Ultimate Infestation that works for the class. Obviously it doesn't do all the other things that UI does, but you don't have to sacrifice tempo every turn up until you play it (ramping in Druid), just the turn you play it. Mage has plenty of ways to swing control of the board back with Kabal Crystal Runner, Firelands Portal, etc. and the deck is designed for high early-game tempo. Also, starting each turn with a minimum of 4 cards in hand in the late game is the dream for a lot of aggressive decks; whether you win or lose will almost never be determined by milling or fatiguing yourself because you're trying to kill your opponent as quickly as possible. More cards in hand generally helps with that.
I personally hold the opinion that the applications for this weapon are as straightforward as it gets. It's not going to single-handedly launch Tempo Mage into a new golden age or anything, but it does address a core problem with the current variants we have in Standard.
Can't use it as only draw, as you can have only one so you can't run it in freeze / exodia because it'll clunk up your hand... it has absolutely no use in tempo-based lists obviously and it's a death sentence for control decks. About the only place I can think it might have a niche fit is in burn mage, but even for burn mage to blow 6 mana on no immediate impact seems horrible.
And that's not even counting it being counter by weapon removal.
Perhaps if some other cards come around to support it. Other than that... 400 dust as far as I have seen it. Looks to be on par with Loremaster Cho.
Can't use it as only draw, as you can have only one so you can't run it in freeze / exodia because it'll clunk up your hand... it has absolutely no use in tempo-based lists obviously and it's a death sentence for control decks. About the only place I can think it might have a niche fit is in burn mage, but even for burn mage to blow 6 mana on no immediate impact seems horrible.
And that's not even counting it being counter by weapon removal.
Perhaps if some other cards come around to support it. Other than that... 400 dust as far as I have seen it. Looks to be on par with Loremaster Cho.
You're right in that it would be a bad idea to build a deck where this is your only card draw, but decks that would want this wouldn't include it as their only card draw. In a world where Tempo Mages run Arcane Intellect, Arcanologist, and Primordial Glyph, slipping this card in won't significantly warp the way you build that kind of deck.
In regards to why I think this card is fine in Tempo decks specifically, my above reply to Nefiret elaborates my observations about the card and what it would mean in that kind of deck. The way I can best describe it is this: imagine starting turn 7 onward with a tempo deck where you start each turn with a minimum of 4 cards, no matter how many cards you play the previous turn.
I do agree that weapon removal can be pretty devastating, but I can't imagine a Tempo Mage would be so meta-warpingly busted that every other deck auto-includes weapon removal to specifically target 1 card out of 30. It'll be a different story if the best decks in the game end up running a lot of weapons, in which case yes, weapon removal would be everywhere and Aluneth would be much less effective because of that. But to say that Aluneth being run would be the deciding factor in other decks running weapon removal religiously is too much of a stretch.
I am interested to see your opinion on what makes this card bad in Tempo decks.
My question is: Will this lose durability after the end of the turn ? If not, this will be quite suicidal self-mill mage, unless it’s a combo deck... but even in this case, has chance to mill combo cards too...
this is a realy good card. even if it goes of just once it's great. it can bring life to a sort of midrange-elementa/secret mage. it won't work in freeze of grind mage because u get milled.
Rollback Post to RevisionRollBack
priest board clears are like having fun in hearthstone. you think u had enough, and then u get more.
My question is: Will this lose durability after the end of the turn ? If not, this will be quite suicidal self-mill mage, unless it’s a combo deck... but even in this case, has chance to mill combo cards too...
Medivh?
Turn 6 this weapon.
If opponent destroy with Ooze you still have card advantage, if destroyed for Harrison the card is equal and you lose tempo.
If opponent don't destroy you will draw 3 cards, in turn 7 play minons and burn opponent minions and draw another 3 cards.
Turn 8 Medivh with a lot of cards in hand.
Even if don't happen and you burn some cards it is too much resources to finishing the opponent before fatigue become a problem.
Draw 3 cards for 6 is not good but not terrible.
Draw 3 cards every turn for 0 after that is just insane.
Why are so many people saying Quest Mage? It's a legendary, so you can't count on drawing it. So a Quest Mage is going to sit on his Coldlight Oracles to keep his hand-size small in case he draws Aluneth? Nope. He's going to play those Oracles, maintain a high hand-count like he does right now, draw Aluneth, and then be unable to play Aluneth because he'll overdraw. Or he'll draw Aluneth early, have dead Oracles in his hand, and have to spaz out every turn trying to figure out how to avoid milling his Antonidas.
It's just not going to work in Quest Mage. It's going to work in Aggro Mage with a lot of card draw and spell power boosts - Sorcerer's Apprentices, Thalnos, Oracles, Arcane Intellects, Tainted Zealots, Cult Sorcerers, Acolytes of Pain, Arcane Missiles, Arcane Explosions, Frostbolts, lots of 1 to 3 mana cards that can be spammed out of the hand once Aluneth is activated. Just like any aggro deck - when the opponent lacks AoE they get overrun.
In this deck the role of Aluneth is to act as fuel to finish the game. Otherwise the mage may be out of cards by turn 6 even with the rest of the draw cards.
You when playing with Mill Rogue, the opponent don't realise yet and play this card:
I insist that this card has little practical use due to its effect and its cost. It will be only useful in some particular cases and, even for those cases, it will not be worth because of its cost...
We still have to see the legendary weapons of the other classes, but I believe that Aluneth will be the only weapon in the game that those who play it will pray for their opponents to destroy it before it is too late.
In short, this legendary weapon offers little or very expensive utility in exchange of its many associated disadvantages. As the mages already have many stupid/garbage legendaries I think that, sadly, our first legendary weapon will also fall in that same bag.
For that reason, since the current effect of Aluneth is practically unworthy for mages, I ask you to do an exercise of imagination: let's speculate what would be a more appropriate, innovative and, ultimately, fun and interactive effect for this legendary weapon.
That's why I invite you all (especially those of you who could consider yourselves as 'main mages') to vote in this poll.
Seems absolutely horrible.
Can't use it as only draw, as you can have only one so you can't run it in freeze / exodia because it'll clunk up your hand... it has absolutely no use in tempo-based lists obviously and it's a death sentence for control decks. About the only place I can think it might have a niche fit is in burn mage, but even for burn mage to blow 6 mana on no immediate impact seems horrible.
And that's not even counting it being counter by weapon removal.
Perhaps if some other cards come around to support it. Other than that... 400 dust as far as I have seen it. Looks to be on par with Loremaster Cho.
My question is: Will this lose durability after the end of the turn ? If not, this will be quite suicidal self-mill mage, unless it’s a combo deck... but even in this case, has chance to mill combo cards too...
Cant wait...
One time, I pulled the card I needed from the top of my deck.
this is a realy good card. even if it goes of just once it's great. it can bring life to a sort of midrange-elementa/secret mage. it won't work in freeze of grind mage because u get milled.
priest board clears are like having fun in hearthstone. you think u had enough, and then u get more.
Really this card fits in an aggo mage deck. everything else I feel like it would just mill your cards
Why are so many people saying Quest Mage? It's a legendary, so you can't count on drawing it. So a Quest Mage is going to sit on his Coldlight Oracles to keep his hand-size small in case he draws Aluneth? Nope. He's going to play those Oracles, maintain a high hand-count like he does right now, draw Aluneth, and then be unable to play Aluneth because he'll overdraw. Or he'll draw Aluneth early, have dead Oracles in his hand, and have to spaz out every turn trying to figure out how to avoid milling his Antonidas.
It's just not going to work in Quest Mage. It's going to work in Aggro Mage with a lot of card draw and spell power boosts - Sorcerer's Apprentices, Thalnos, Oracles, Arcane Intellects, Tainted Zealots, Cult Sorcerers, Acolytes of Pain, Arcane Missiles, Arcane Explosions, Frostbolts, lots of 1 to 3 mana cards that can be spammed out of the hand once Aluneth is activated. Just like any aggro deck - when the opponent lacks AoE they get overrun.
In this deck the role of Aluneth is to act as fuel to finish the game. Otherwise the mage may be out of cards by turn 6 even with the rest of the draw cards.
Way to mill yourself...
My Hearthstone Playlist on YouTube
Precisely my thoughts
even if it draws just once u basicly paid 6 mana for a nourish which isnt so bad.
priest board clears are like having fun in hearthstone. you think u had enough, and then u get more.
Zoo mage its coming
Completely same