I actually thought Reynad's analysis was awesome. If there's a 2 mana card that says you win the game 1% of the time and does nothing 99% of the time, it's unplayable. And a card that wins the game 50% of the time is not hurting your chances to win by itself, and actually makes you favored to win in all circumstances unless your chance to win otherwise is exactly 0%. Between those two percentages is a card that is just playable, and what percent chance is that? And yeah, I'd agree with Reynad in that it's actually very low percent, say 10% - 15% or so, that would make that card playable. The way some people were looking at randomness, it's as if less than 50% chance is unfair to you. Not at all. You get a 1/1 chicken very rarely, win the game some of the time, and break even the rest. The upside far outweighs any downside.
It doesn't help that most of the community doesn't understand Far Sight, other than it's just a never-pick in Arena. I guess I'm in the minority in that I've taken it in arena before when up against nothings like Doomsayer, and I assessed as an ok not great card in decks with average mana cost of about 4. But essentially, it and portal give you a random chance to bank mana for a powerful play next turn and a random chance to do nothing. How do you feel about banking mana like that? Maybe not good, maybe you love it, but that's what it does.
Only relative to Far Sight, comparing 3 mana, discount 3, drawing from a deck intentionally streamlined toward lower costs is nothing like 2 mana, discount 3, as against a pool of cards with a median cost of 5'ish. All while requiring no specific deck design, not to mention Sorcerer's Apprentice. It seems like it does what Far Sight does far better, and where most people were confused was that some were looking at that effect as a flat Zero while others weren't.
I think this is a great card that Blizzard really outdid themselves with. Along the lines of Animal Companion, they seem to realize that randomness is inherently a drawback and should be offset by advantages. And I think it'll get played in every Mage just like companion in Hunter.
I actually thought Reynad's analysis was awesome. If there's a 2 mana card that says you win the game 1% of the time and does nothing 99% of the time, it's unplayable. And a card that wins the game 50% of the time is not hurting your chances to win by itself, and actually makes you favored to win in all circumstances unless your chance to win otherwise is exactly 0%. Between those two percentages is a card that is just playable, and what percent chance is that? And yeah, I'd agree with Reynad in that it's actually very low percent, say 10% - 15% or so, that would make that card playable. The way some people were looking at randomness, it's as if less than 50% chance is unfair to you. Not at all. You get a 1/1 chicken very rarely, win the game some of the time, and break even the rest. The upside far outweighs any downside.
It doesn't help that most of the community doesn't understand Far Sight, other than it's just a never-pick in Arena. I guess I'm in the minority in that I've taken it in arena before when up against nothings like Doomsayer, and I assessed as an ok not great card in decks with average mana cost of about 4. But essentially, it and portal give you a random chance to bank mana for a powerful play next turn and a random chance to do nothing. How do you feel about banking mana like that? Maybe not good, maybe you love it, but that's what it does.
Only relative to Far Sight, comparing 3 mana, discount 3, drawing from a deck intentionally streamlined toward lower costs is nothing like 2 mana, discount 3, as against a pool of cards with a median cost of 5'ish. All while requiring no specific deck design, not to mention Sorcerer's Apprentice. It seems like it does what Far Sight does far better, and where most people were confused was that some were looking at that effect as a flat Zero while others weren't.
I think this is a great card that Blizzard really outdid themselves with. Along the lines of Animal Companion, they seem to realize that randomness is inherently a drawback and should be offset by advantages. And I think it'll get played in every Mage just like companion in Hunter.
It strenghtens the format, Mage now has some versatility.
Current Ladder Climber Decks:
http://www.hearthpwn.com/decks/252615-prophetic-priest-ladder-climber
Love this card so much I run one in my mech mage. Tempted to keep track of what i get. Last 2 games I got: Cairne and then Mogor
I'm thinking this card should cost 3, not 2, as that would be better balanced.
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This card must be 4 mana, with 2 it's kinda OP...There is a bunch of mage in ranked mode now...