Awesome! I don't have Mage DK yet, but I would love to play a viable Elemental Mage deck. Sounds like fun...especially compared to freez mage/quest mage/secret mage decks!
I really don't see why you would ever play this card when you have Cabalist's Tome available. To get to 3 random spells you have to play 6 elementals and the card has to be in your hand and If you just want a random spell you would just play primordial glyph. I dunno maybe I'm missing something.
No, you only need to play four elementals to get the "Greater" version of teh card. Also even the middle version is already great for just 2 Mana.
What you're missing is the ease with which Elemental Mage plays 6 elementals, not to mention a 2 mana Cabalist Tome means you can definitely play some of the cards you get. With Cabalist tome you can rarely play more than one. 2 Mana also lets you play an Elemental to keep the chain from breaking.
Elemental / Frost Lich Jaina was playable before, this just makes it considerably better.
First of all, you can cut out 1 Cabalist Tome, and Babling books, and one of those new cards which give you only a mirror image, which are pretty much slow, since you still get bodies, and also will be able to get that elemental add spell. Sure Ruby Spellstone is a expensiver then a 1 mana 1/1 add a card to your hand, but on the other hand gaining 3 cards for just 2 mana or even zero, since this is a mage spell, so you can discover it with Glyph, is broken.
Yeah, but the issue is that you only have 4 minions to upgrade the spellstone (the two Fire Fly ). It will be majorly inconsistent to get the spellstone to a 2 mana Cabalists tome so I expect it on average to be maybe 2 spells which you are able to get from it. If you cut the Cards you said, you are abandoning 6 spells not from your Hand (2 Babbling Book , one Cabalist's Tome and one Ghastly Conjurer ) while only getting 2 spells for sure back, about 4 spells on average and 6 in the best case. That appears to me less consistent than before.
The issue is that you do not get any benfit from the two fire fly Cards except that they help upgrading the Stone. Mostly they will be dead in Hand. But by all means, go on and test it. I am also merely theorizing and may be wrong.
Only elemental Mage wants this card at all, and I don't think this card is strong enough to make that archetype worth it. Even decks that rely on Jaina as their win condition play at most 1 or 2 natural elementals in the deck. Not good.
Only elemental Mage wants this card at all, and I don't think this card is strong enough to make that archetype worth it. Even decks that rely on Jaina as their win condition play at most 1 or 2 natural elementals in the deck. Not good.
I'd say with Jaina it's the other way around. Jaina is strong enough to be a sole wincondition. E.g. she replaces other strong endgame Cards. So even non-elemental mages are playing Jaina (and a few good elementals), but an elemental mage is playing a lot of Elementals and Jaina. Sure, Elemental mage turned out to be not viable so far. And maybe that doesn't change in which case the ruby spellstone is not playable.
Well, here's one thing that could easily fit into DK Mage. With Fire Fly it's so dang easy to trigger the upgrade effect and you can get so much value out of it at just the first upgrade point. I can easily see this competing with (if not beating) Primordial Glyph in viability within some or a lot of Mage decks. I can't know for sure, but I really like the looks of the card.
Pretty versatile which Elemental Mage has always had going for it. Not hard to find a spot for it. Never been a fan of random spell generation though. Looks like a fun toy.
You don`t even need to play a full elemental mage to make it worth 2 Firefly 2 Tar Creeper 2 Water Elemental and Baron Geddon are actually more than enough.
Also I dislike the control mage with Jaina since most decks can play nothing so you can`t generalte Water Elementals. Now you can play Ele Mage with Servant of Kalimos and Blazecaller and Pyros and still have good spells thanks to this card.
First of all, you can cut out 1 Cabalist Tome, and Babling books, and one of those new cards which give you only a mirror image, which are pretty much slow, since you still get bodies, and also will be able to get that elemental add spell. Sure Ruby Spellstone is a expensiver then a 1 mana 1/1 add a card to your hand, but on the other hand gaining 3 cards for just 2 mana or even zero, since this is a mage spell, so you can discover it with Glyph, is broken.
Yeah, but the issue is that you only have 4 minions to upgrade the spellstone (the two Fire Fly ). It will be majorly inconsistent to get the spellstone to a 2 mana Cabalists tome so I expect it on average to be maybe 2 spells which you are able to get from it. If you cut the Cards you said, you are abandoning 6 spells not from your Hand (2 Babbling Book , one Cabalist's Tome and one Ghastly Conjurer ) while only getting 2 spells for sure back, about 4 spells on average and 6 in the best case. That appears to me less consistent than before.
The issue is that you do not get any benfit from the two fire fly Cards except that they help upgrading the Stone. Mostly they will be dead in Hand. But by all means, go on and test it. I am also merely theorizing and may be wrong.
Yeah. It's hard to see. Like, a lot of these complaints are "fine" for quest mage. They already play with tons of dead cards in hand. They already have to wait a long time to get their combo off, so waiting for that best case scenario isn't too crazy. Yes, doing this would make your combo even more inflexible and less redundant (weaker to dirty rat getting an elemental ect) but it would free up 2 cards and very importantly it would reduce the mana costs for spell generation cards from 12 (16 if you count glyph mana which fair enough if you don't) too 8, which is a legit concern, not having enough mana to cast the tomes AND survive the turn is a very real thing. Now, is that worth it? Is that even good, freezing up glyph which is a reasonable card by itself frankly? I don't think so. But... I can sorta see that there are indeed benefits to this.
Sorta sub idea. This is obviously a very very good card for elemental mage. Being a 2 mana not quite draw 3 but still sorta draw 3. And it activates quest pretty easily alongside things like glyph. I wonder if you could have quest elemental mage, not trying to otk but just get value off the free turn? Maybe not? Probably a terrible idea.
So Steam Surger , and Fire Fly pretty much now read: Kicker 2: add 2 random spells to your hand
also, this may make Flame Geyser useful, the thing with elemental Mage is that it's the deck that ahs the capability of generating the most Flame Elementals but they can't really do anything with them atm, if at one point elementals become potential spells then this card and the deck can eventually have potential.
Not really feeling this one. The rank 1 is pretty useless, and rank 2 is acceptable but still falls short compared to cards like Arcanologist or Arcane Intellect. Rank 3 is where it becomes a truly good card, but that requires playing 4 whole elementals.
Playing a lot of elementals can be difficult since value cards are not typically something you want to keep in your opening hand, while cards like Fire Fly are. When you draw this, chances are that you may need to wait several turns before you can cast the card, which again makes it pale in comparison to cards like Arcane Intellect. You'd need to either seriously warp your deck or make other sacrifices like keeping this in your mulligan, all of which would give you a serious disadvantage against tempo decks that won't give two shits about how much value you can generate.
The one thing I see this card doing well is fueling the Quest in a Tempo Elemental/Quest hybrid deck, as a much better alternative to Cabalist's Tome. I have taken Tempo/Quest Mage to legend so I know that strategy is viable with enough practice, and this might just be enough to make it at least tier 2 or 3.
It's also somewhat within the nature of the elemental synergy to hold back on playing them, and dole them out slowly over time, because you want to make sure that you have the elemental synergy activated when you suddenly need that five damage to remove something, or if you draw a servant off the top you want to start getting value off of.
This card is straight up meta defining. A cabalist tomb for two mana (free with some light SA shenanigans..) is utterly insane, and quest/elemental hybrid decks are surely going to enter into viability - without even seeing what other insanity this set has in store... mage will be able to generate an aggressive board early on while pumping their hand full of a veritable arsenal for little to no cost.
What the hell is that card? Another stupid one for mages? We have already too many bad cards for K&C!! Unbelievable...
Other classes' spellstones are easier to upgrade, as they require fulfilling more "class-oriented mechanics" than the mage one: shamans have to overload, warriors have to equip weapons, druids have to gain armor, paladins have to heal... however we have to use elementals? Do all types of mages' decks use elemental minions? Obviously not.
In other words: while the rest of spellstones are usable for the vast majority of decks types, mages will only be able to use their spellstone on elemental decks... That's not fair at all!
But it's even worse: the card itself is stupid because we're getting a copy of something that we already had but worse...
Taking into account that the cheapest elementals cost 1 mana... we will have to pay at least 6 mana (2+2+2) in order to use Greater Ruby Spellstone, that is, 1 mana more expensive than Cabalist's Tome for the very same result (ignoring the fact that we can play Cabalist's Tome when we want without any restrainer prerequisite...).
But it's even worse: the card itself is stupid as we get a copy of something that we already had but worse...
Taking into account that the cheapest elementals cost 1 mana... we will have to pay at least 6 mana (2+2+2) in order to make the most of Lesser Ruby Spellstone, that is, 1 mana more expensive than Cabalist's Tome for the very same result (ignoring the fact that we can play Cabalist's Tome when we want without any restrainer prerequisite...).
You only Need 4 elementals. An upgrade costs playing 2 elementals. And two upgraades is Greater Ruby Spellstone .
Awesome! I don't have Mage DK yet, but I would love to play a viable Elemental Mage deck. Sounds like fun...especially compared to freez mage/quest mage/secret mage decks!
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What you're missing is the ease with which Elemental Mage plays 6 elementals, not to mention a 2 mana Cabalist Tome means you can definitely play some of the cards you get. With Cabalist tome you can rarely play more than one. 2 Mana also lets you play an Elemental to keep the chain from breaking.
Elemental / Frost Lich Jaina was playable before, this just makes it considerably better.
Only elemental Mage wants this card at all, and I don't think this card is strong enough to make that archetype worth it. Even decks that rely on Jaina as their win condition play at most 1 or 2 natural elementals in the deck. Not good.
Well, here's one thing that could easily fit into DK Mage. With Fire Fly it's so dang easy to trigger the upgrade effect and you can get so much value out of it at just the first upgrade point. I can easily see this competing with (if not beating) Primordial Glyph in viability within some or a lot of Mage decks. I can't know for sure, but I really like the looks of the card.
Pretty versatile which Elemental Mage has always had going for it. Not hard to find a spot for it. Never been a fan of random spell generation though. Looks like a fun toy.
You don`t even need to play a full elemental mage to make it worth 2 Firefly 2 Tar Creeper 2 Water Elemental and Baron Geddon are actually more than enough.
Also I dislike the control mage with Jaina since most decks can play nothing so you can`t generalte Water Elementals. Now you can play Ele Mage with Servant of Kalimos and Blazecaller and Pyros and still have good spells thanks to this card.
So Steam Surger , and Fire Fly pretty much now read: Kicker 2: add 2 random spells to your hand
also, this may make Flame Geyser useful, the thing with elemental Mage is that it's the deck that ahs the capability of generating the most Flame Elementals but they can't really do anything with them atm, if at one point elementals become potential spells then this card and the deck can eventually have potential.
Hmm maybe next elemental mage will use the quest. They generate a lot of random spells to finish the quest.
Not really feeling this one. The rank 1 is pretty useless, and rank 2 is acceptable but still falls short compared to cards like Arcanologist or Arcane Intellect. Rank 3 is where it becomes a truly good card, but that requires playing 4 whole elementals.
Playing a lot of elementals can be difficult since value cards are not typically something you want to keep in your opening hand, while cards like Fire Fly are. When you draw this, chances are that you may need to wait several turns before you can cast the card, which again makes it pale in comparison to cards like Arcane Intellect. You'd need to either seriously warp your deck or make other sacrifices like keeping this in your mulligan, all of which would give you a serious disadvantage against tempo decks that won't give two shits about how much value you can generate.
The one thing I see this card doing well is fueling the Quest in a Tempo Elemental/Quest hybrid deck, as a much better alternative to Cabalist's Tome. I have taken Tempo/Quest Mage to legend so I know that strategy is viable with enough practice, and this might just be enough to make it at least tier 2 or 3.
Just 4 Elementals will upgrade it to Greater Ruby Spellstone (two respectively for lesser and for regular Ruby Spellstone .
It's also somewhat within the nature of the elemental synergy to hold back on playing them, and dole them out slowly over time, because you want to make sure that you have the elemental synergy activated when you suddenly need that five damage to remove something, or if you draw a servant off the top you want to start getting value off of.
This card is straight up meta defining. A cabalist tomb for two mana (free with some light SA shenanigans..) is utterly insane, and quest/elemental hybrid decks are surely going to enter into viability - without even seeing what other insanity this set has in store... mage will be able to generate an aggressive board early on while pumping their hand full of a veritable arsenal for little to no cost.
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What the hell is that card? Another stupid one for mages? We have already too many bad cards for K&C!! Unbelievable...
Other classes' spellstones are easier to upgrade, as they require fulfilling more "class-oriented mechanics" than the mage one: shamans have to overload, warriors have to equip weapons, druids have to gain armor, paladins have to heal... however we have to use elementals? Do all types of mages' decks use elemental minions? Obviously not.
In other words: while the rest of spellstones are usable for the vast majority of decks types, mages will only be able to use their spellstone on elemental decks... That's not fair at all!
But it's even worse: the card itself is stupid because we're getting a copy of something that we already had but worse...
Taking into account that the cheapest elementals cost 1 mana... we will have to pay at least 6 mana (2+2+2) in order to use Greater Ruby Spellstone, that is, 1 mana more expensive than Cabalist's Tome for the very same result (ignoring the fact that we can play Cabalist's Tome when we want without any restrainer prerequisite...).
The elementals you play aren't nothing either.