Interesting applications in Shaman as that class *currently* only has 3 spells that cost 5 or more: Bloodlust, Volcano and Lesser Sapphire Spellstone. Hence you can actually build around needing multiple copies of that specific card.
And if the Shaman legendary spell costs 5 or more, you have a 75% chance to get that in your discover options...
Too low stats. Might see play in Arena as it can generate OP spells like Meteor, Free From Amber, Twisting Nether, and more. But otherwise it’s a shit card.
Waddup with the cost indeed?! It's so bad it's not even worth considering it :(.
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“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Hmm, the more I think about it, the less awful this card seems (it still feels pretty bad though). Most legendary spells so far have a cost of 5 or more, and thus can be discovered this way. I have no idea which class besides Paladin would want to double their legendary spells, but the thought is still there.
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Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health. - Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
This card gives up A LOT of tempo. Sure the effect can be great is some classes, like Mage or Warlock but the tempo hit from a weak stated 6 drop is probably too big. Just barely bad
Seems pretty bad at first glance. But the pool of spells that cost 5+ is pretty small for some classes and you are almost guaranteed to get a selection of board clears and removals. If there is ever an expensive spell that you would like to get 3-4 copies of, this is the card that could make that possible.
Seems pretty bad at first glance. But the pool of spells that cost 5+ is pretty small for some classes and you are almost guaranteed to get a selection of board clears and removals. If there is ever an expensive spell that you would like to get 3-4 copies of, this is the card that could make that possible.
Here's the numbers. Maybe true Shaman, Warlock and Hunter (in standard), where you have 75% chance of drawing a specific spell (numbers below are for standard/wild , subject to change as more Boomsday cards released). But seems unplayable in wild, and for some classes (priest, paladin) at all. This card would have been a million times better of it was spells (6) and up, because most of the spells below are 5 mana
Dunno why but I'm thinking about this in paladin and how the paladin can try to find the legendary spell.
I'm not saying that this will be the case, BUT if the mechs in paladin are good and if the 7-mana spell functions like a win-condition, then here's a good value generator in that class.
[edit] Full list of standard 5+ mana spell here and those from the upcoming expansion.
Priest and Mage could also benefit from it, but imho both of them have enough value.
All the relevant spells that come to mind are > 5 mana (with the notable exception of Brawl so you won't be able to play this and then cast the spell the same turn. Rogue with Preparation could pull it off, of course.
A maybe Druid, Mage, Priest only card, playable in a full control meta
With 5 mana it would be a good card. Six is hard to fit into competative decks, especially if the card has low immidiate impact.
arena card
Interesting applications in Shaman as that class *currently* only has 3 spells that cost 5 or more: Bloodlust, Volcano and Lesser Sapphire Spellstone. Hence you can actually build around needing multiple copies of that specific card.
And if the Shaman legendary spell costs 5 or more, you have a 75% chance to get that in your discover options...
Too low stats. Might see play in Arena as it can generate OP spells like Meteor, Free From Amber, Twisting Nether, and more. But otherwise it’s a shit card.
Waddup with the cost indeed?! It's so bad it's not even worth considering it :(.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
Hmm, the more I think about it, the less awful this card seems (it still feels pretty bad though). Most legendary spells so far have a cost of 5 or more, and thus can be discovered this way. I have no idea which class besides Paladin would want to double their legendary spells, but the thought is still there.
Start of Year: Provoke the failure of 3 expansions, force nerfs on otherwise balanced cards, bring deckbuilding to an all-time low and get rotated one year earlier for being such a threat to the game's health.
- Genn and Baku's historical entry on the White Book of Shit Design, shortly before retiring unpunished
This card gives up A LOT of tempo. Sure the effect can be great is some classes, like Mage or Warlock but the tempo hit from a weak stated 6 drop is probably too big. Just barely bad
How about control mech paladin to have an additional chance for the legendary spell?
Or worthless spellstone
to inconsistent, arena only (and limited to specific classes too)
Too overpriced. 3 mana for 3/4 and another 3 for the effect, meh.
I'd prefer that card be like 2/2 for 3 mana with the same effect.
Seems pretty bad at first glance. But the pool of spells that cost 5+ is pretty small for some classes and you are almost guaranteed to get a selection of board clears and removals. If there is ever an expensive spell that you would like to get 3-4 copies of, this is the card that could make that possible.
Here's the numbers. Maybe true Shaman, Warlock and Hunter (in standard), where you have 75% chance of drawing a specific spell (numbers below are for standard/wild , subject to change as more Boomsday cards released). But seems unplayable in wild, and for some classes (priest, paladin) at all. This card would have been a million times better of it was spells (6) and up, because most of the spells below are 5 mana
Druid: 8/14 (standard/wild)
Hunter: 4/7
Mage: 7/12
Paladin: 10/14
Priest: 12/17
Rogue: 6/7
Shaman: 4/5
Warlock: 4/9
Warrior: 7/9
It has potential
Dunno why but I'm thinking about this in paladin and how the paladin can try to find the legendary spell.
I'm not saying that this will be the case, BUT if the mechs in paladin are good and if the 7-mana spell functions like a win-condition, then here's a good value generator in that class.
[edit] Full list of standard 5+ mana spell here and those from the upcoming expansion.
Priest and Mage could also benefit from it, but imho both of them have enough value.
Huge tempo loss, I do see a fringe use with a second Myra's Unstable Element for Academic Espionage shenanigans.
All the relevant spells that come to mind are > 5 mana (with the notable exception of Brawl so you won't be able to play this and then cast the spell the same turn. Rogue with Preparation could pull it off, of course.
Why this is not a MECH?? A dynamo is a machine, guys!! Wtf
6:3 that buy u arcane missile or 1 mana mirror is not good o.o
what do you mean? none of your named spells costs (5) or more