So lets break it down, first off this is bad tempo/secret mage obviously. So is it good in quest/combo mage and jaina mage?
quest mage:
good results: cabalist tome, deck of wonders, blizzard
bad results: primordial glyph, arcane int, frost nova
so it's a 50-50 card, not my style.
jaina/jaina-ele mage:
good results: fireland portal, blizzard, meteor, flame strike, polymorph, fireball.
bad results: frost bolt, arcane int, primordial glyph (don't need to run nova/doomsayer), volanic potion?
so a bit better than 50-50 clearly this card goes in a jaina mage of some sort. If this becomes playable I hate the card design, rng feasts that are actually good on average are terrible for the game.
doing 3 damage aoe may not be the end of the world as it's an excavated evil minus the bonus of shuffeling a bad card into their deck.
Yay, mage finally got something that counters giants in wild (Frost Nova + Doomsayer usually doesnt work because Deadly Shot). On the other hand, it has to hit a spell with 8 or more cost, so maybe it wont be so helpful.
The card is decent, but this "big spells mage" thing seems like a meme deck so far.
ya that's not happening, mage is bad in wild. It gets out class by priest in every way, priest has much better aoe with lightbomb and soon psychic scream and duskbreaker. Combo version of Priest obiously also has a much stronger multi-otk combo's for win condition with velens/mind blast, spawn of shadow, recruiter, mirage caller.
If this had a non dragon clause this would be perfect in dragon mage because then you could just do what everyone's doing and drop your two drop spells and play Keleseth :P
Mages run way too many low mana spells for this to make any sense. For one more mana you can play Blizzard and have the freeze effect and for 3 less mana you can play volcanic potion. It will be somewhere between blizzard without freeze effect and volcanic potion in strength, so I don't really see this being played a lot. Well...maybe in Keleseth mages... xD
Mages run way too many low mana spells for this to make any sense. For one more mana you can play Blizzard and have the freeze effect and for 3 less mana you can play volcanic potion. It will be somewhere between blizzard without freeze effect and volcanic potion in strength, so I don't really see this being played a lot. Well...maybe in Keleseth mages... xD
It’s a little bit disappointing but certainly not the way you put it. And it hits your minions too, keleseth are you serous?
Obviously not...
And by the way, when you play it your opponent also gains knowledge about a spell in your deck. I say it will be in less then 10% of all mage decks. Seriously...would you ever risk playing this for 5 mana in an attempt to clear a lethal board that consists of 4 health minions only to see this deal 2 damage (frost bolt, glyph) or 3 damage (arcane intellect, all secrets, frost nova)? Around half of the spells in your deck will be 3 or less mana cost.
This card is bad, trust me. For it's effect you are far better off to use Blizzard, Volcanic Potion, Flamestrike.
Mages run way too many low mana spells for this to make any sense. For one more mana you can play Blizzard and have the freeze effect and for 3 less mana you can play volcanic potion. It will be somewhere between blizzard without freeze effect and volcanic potion in strength, so I don't really see this being played a lot. Well...maybe in Keleseth mages... xD
It’s a little bit disappointing but certainly not the way you put it. And it hits your minions too, keleseth are you serous?
Obviously not...
And by the way, when you play it your opponent also gains knowledge about a spell in your deck. I say it will be in less then 10% of all mage decks. Seriously...would you ever risk playing this for 5 mana in an attempt to clear a lethal board that consists of 4 health minions only to see this deal 2 damage (frost bolt, glyph) or 3 damage (arcane intellect, all secrets, frost nova)? Around half of the spells in your deck will be 3 or less mana cost.
This card is bad, trust me. For it's effect you are far better off to use Blizzard, Volcanic Potion, Flamestrike.
Well I wouldn't play this card if I am running a bunch of low cost spells. I am going to try and build a deck that doesn't use cheap spells (cheapest being 4, maybe 3). It will attempt to build a board presence (probably elementals but needs a lot of testing to figure out what minions I want to actually run). I'll rely on early game minions to help me survive and try and use this to clear boards that are getting out of control. It's function as a tempo reset going into the mid game, where I will attempt to really start laying down the tempo with cards like, Spiteful Summoner, Arcane Tyrant. I'll fit in late game cards that allow me to quickly rebuild the board through the use of my more expensive spells, such as Dragoncaller Alanna and Firelands Portal.
The biggest issue I face with this deck idea is card draw, as I am debating on whether or not I want to run Arcane Intellect. There is the new Raven Familiar but that isn't guaranteed card draw and I don't think it's enough. So to help augment the draw with Raven Familiar I thought of going the route of minions generating spells for me (Shimmering Tempest, Babbling Book) to help offset the lack of card draw.
Anyhow when looking at a card, I try not to see how it doesn't work with current mage decks, but rather how it COULD work in decks we haven't seen yet. Now obviously that doesn't always work out lol, actually most of the time it doesn't but it's fun to experiment.
I understand and also went through that thought process, but I figured, that if you wanted to play a mage deck without Frost Bolt, any Secrets, Arcane Intellect, Volcanic Potion, Mana Wyrm, Arcanologist, Medivh's Valet, Primordial Glyph, Flame Geyser, Frost Nova then I am probably better off playing a different class, because those spells define the mage class.
I understand that it seems desirable to make a potentially powerful spell work, just like I always wanted Geist to be a good card, but not all cards that seem good are good. And this card is bad, it will not see play at all in ranks Legend through 10 (outside of fun decks).
I understand and also went through that thought process, but I figured, that if you wanted to play a mage deck without Frost Bolt, any Secrets, Arcane Intellect, Volcanic Potion, Mana Wyrm, Arcanologist, Medivh's Valet, Primordial Glyph, Flame Geyser, Frost Nova then I am probably better off playing a different class, because those spells define the mage class.
I understand that it seems desirable to make a potentially powerful spell work, just like I always wanted Geist to be a good card, but not all cards that seem good are good. And this card is bad, it will not see play at all in ranks Legend through 10 (outside of fun decks).
I mean you can state what you like, I'll wait to see how it shakes out and try and make it work first before just going back to the same old same old. Also 2(or less) cost spells are about the only spells that I may not actually run. I think three is fine. 5 mana 3 to everything is basically Excavated Evil, which saw play as a decent early clear which is what I would use this as anyway. Also the cards you mentioned don't define mage. It defines particular deck types of mage as not even all those cards you mentioned get played in every type of mage. New versions of decks using previously thought to be bad cards happen.
I am not telling you you are wrong. It could be bad. I am just saying the effect is powerful enough to warrant experimentation, and quite frankly cards that push deck building in another direction are always fun to mess around with.
I love this, it effectively replaces the Frost Nova / Doomsayer combo in control mage which could be really frustrating if you only draw into one of them. Additionally there's no worrying about the potential for your Doomsayer being killed, silenced or transformed.
Realistically, as long as you pull at least a 3 cost card you'd be happy 4 times out of 5.
I understand and also went through that thought process, but I figured, that if you wanted to play a mage deck without Frost Bolt, any Secrets, Arcane Intellect, Volcanic Potion, Mana Wyrm, Arcanologist, Medivh's Valet, Primordial Glyph, Flame Geyser, Frost Nova then I am probably better off playing a different class, because those spells define the mage class.
Outside of Primordial Glyph/Arcane Intellect/Secrets, you don't need any of these cards when you can just blow the board up in turn 5. And Secrets are primarily for stalling/disrupting games. I think a deck with this is more of a late game/big deck. Which I think will definitely have legs with all the cards they've revealed. The main thing will be filling the early game with board-control minions and recovery tools (like Artificier).
This is incredibly rough, but something along these lines:
You probably want more draw (Aluneth?) and probably more early game, but I think there's some at least fun stuff here.
Conceptually, this deck wants to play early elementals (and Artificier doubles as an elemental activator and a late-game combo card) using the taunts and doomsayer to clear the board if needed, then turn 5 you drop a huge 5-7 cost AoE to completely clear the board, then start filling it with dragons and summons while using Blizzard and Flamestrike for control.
So lets break it down, first off this is bad tempo/secret mage obviously. So is it good in quest/combo mage and jaina mage?
quest mage:
good results: cabalist tome, deck of wonders, blizzard
bad results: primordial glyph, arcane int, frost nova
so it's a 50-50 card, not my style.
jaina/jaina-ele mage:
good results: fireland portal, blizzard, meteor, flame strike, polymorph, fireball.
bad results: frost bolt, arcane int, primordial glyph (don't need to run nova/doomsayer), volanic potion?
so a bit better than 50-50 clearly this card goes in a jaina mage of some sort. If this becomes playable I hate the card design, rng feasts that are actually good on average are terrible for the game.
doing 3 damage aoe may not be the end of the world as it's an excavated evil minus the bonus of shuffeling a bad card into their deck.
Carpe Diem - Seize the day
Carpe Diem - Seize the day
Ya know I was just thinking to myself, " Mages need more board clear.".............
If this had a non dragon clause I think it would be perfect.
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If this had a non dragon clause this would be perfect in dragon mage because then you could just do what everyone's doing and drop your two drop spells and play Keleseth :P
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Should be “Reveal a dragon”
Guess that would be OP though
Pretty bad...and surely not epic.
Mages run way too many low mana spells for this to make any sense. For one more mana you can play Blizzard and have the freeze effect and for 3 less mana you can play volcanic potion. It will be somewhere between blizzard without freeze effect and volcanic potion in strength, so I don't really see this being played a lot. Well...maybe in Keleseth mages... xD
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I understand and also went through that thought process, but I figured, that if you wanted to play a mage deck without Frost Bolt, any Secrets, Arcane Intellect, Volcanic Potion, Mana Wyrm, Arcanologist, Medivh's Valet, Primordial Glyph, Flame Geyser, Frost Nova then I am probably better off playing a different class, because those spells define the mage class.
I understand that it seems desirable to make a potentially powerful spell work, just like I always wanted Geist to be a good card, but not all cards that seem good are good. And this card is bad, it will not see play at all in ranks Legend through 10 (outside of fun decks).
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I love this, it effectively replaces the Frost Nova / Doomsayer combo in control mage which could be really frustrating if you only draw into one of them. Additionally there's no worrying about the potential for your Doomsayer being killed, silenced or transformed.
Realistically, as long as you pull at least a 3 cost card you'd be happy 4 times out of 5.
Outside of Primordial Glyph/Arcane Intellect/Secrets, you don't need any of these cards when you can just blow the board up in turn 5. And Secrets are primarily for stalling/disrupting games. I think a deck with this is more of a late game/big deck. Which I think will definitely have legs with all the cards they've revealed. The main thing will be filling the early game with board-control minions and recovery tools (like Artificier).
This is incredibly rough, but something along these lines:
You probably want more draw (Aluneth?) and probably more early game, but I think there's some at least fun stuff here.
Conceptually, this deck wants to play early elementals (and Artificier doubles as an elemental activator and a late-game combo card) using the taunts and doomsayer to clear the board if needed, then turn 5 you drop a huge 5-7 cost AoE to completely clear the board, then start filling it with dragons and summons while using Blizzard and Flamestrike for control.