The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
People need to stop brigining the quest bs. You wont even complete 1 quest in a full game let alone the 2 time. Open your eyes. Also, 8 mana for a RNG effect... AGAIN! Not to mention its a dead turn. Ffs this is awful.
Also, keep in mind that you're aiming at early-game cards in your opening hand. Some of those cards are significantly worse as the game progresses. Arcanologist isn't good if you draw all of your secrets. Arcane Intellect is unplayable if you're close to fatigue. etc etc etc.
Also, people aren't counting that he could be in your starting hand after mulligan. It could be an 8-mana 5/5 that generates 2 dead cards. Complete anti tempo.
Ofcourse it is a good card for control mage. I thought about quest also, but hey when do you need 2 mage quests)))) In Arena it could be great card too
No matter what, this is 8 mana, effectively 'draw' 3-4 cards, but you'll know exactly what those cards are, and get an 5/5 while doing so.
If sprint is playable, I don't see how this could be bad honestly.
Sprint - Thins out Your deck, draws cards that You're maybe looking for (especially in late game or with prep in early as well) and may be played with prep. Also I don't believe it's that popular anymore with all the better draw rogue has access to.
Hex Lord Malacrass - makes absolutely no influence on Your deck size, doesn't draw but create copies of usually low mana spells/minions You kept in mulligan and can't really be discounted too reliably. It's a poor card that duplicates cards of 1-4 cost at best. The only upside is the eventual second quest/more spells for it. If for getting value from him later You have to screw up Your early game then I don't believe it's worth it.
is not Meta-defining because it's cost 8 mana (drop it, hero power, end turn). Sounds similar to ultimate infestation, but without the armor and direct dmg (maybe that is why cost only 8 mana). Isn't too good.
But it will help with some combos or nukes. Carefull to comb it will Aluneth, because burn your own cards
not feeling it, 8-mana for 3-4 cards that might not even be that useful is too weak imo
Wait, why are you putting cards that might not be useful in your deck? I get what you're saying though - you mulligan for early game cards that you don't in your hand on turn 8. To that point, I don't think Tempo Mage would ever run this, but a hypothetical control mage with cheap stall cards and secrets could definitely benefit from a hand refill in the late game.
People saying this synergizes with quest clearly haven't considered hand size issues. Quest decks need lots of draws and needs to keep freezes in hand until they need it and combo pieces at all times. Hand size is often an issue. If you do manage to actually find a time to play this (which is doubtful) you will overfill your hand with stuff that can't necessarily be played because of the rng involved. It doesn't help with the 3 things quest decks try to do. It doesn't draw through the deck (you need to find all combo pieces copying semi-random cards from the start of the game doesn't do this reliably), it doesn't keep you alive and it doesn't significantly speed up finishing the quest (generating spells for 8 mana is not fast)
It synergizes with quest just for the sake of an extra turn, not for an OTK, so you don't need all the freezes and combo pieces. And part of the synergy is that you get to play the quest twice.
im not sure about this card... you usually mulligan for early game (doomsayer/ravens/tarcreepers/ etc) to survive till round 5-6-7 where you can clear board with aoe... So why would you want to duplicate early game stuff on round 9+... It's also so slow to drop 8 mana cost minion without immediate effect vs most opponents... So far it looks BAD
Its a value card. You play it when you have advantage or a least the opponent has an empty board. If you are behind you just don't play this unless its going to give you a frost bolt or Doomsayer.
im not sure about this card... you usually mulligan for early game (doomsayer/ravens/tarcreepers/ etc) to survive till round 5-6-7 where you can clear board with aoe... So why would you want to duplicate early game stuff on round 9+... It's also so slow to drop 8 mana cost minion without immediate effect vs most opponents... So far it looks BAD
It is like the warrior omega spell, usually the mechs are not that great but is 3 for 1 card and don't make you closer to fatigue.
If this card put extras doomsayer, tarcreeper, raven and one Meteor comes to your hand in mulligan is enough value for the cost.
It is slow, terrible tempo, but decent value in a control deck, unfortunately non warlock control decks are dead.
Does anyone know if you have to wait until the first quest is completed to play the second one? I was hoping I could complete the first quest with the second. If it's like secrets I won't be able to play it. I'm guessing no.
At 7 this would be a good card. I don´t know if i can get it useful at 8 ...
I really wish they would hedge cards like this towards being OP as opposed to away from it. If 7 makes it too they can nerf it to 8, but if it 8 makes it too bad they'll just let it rot because there's some corporate policy there that they can NEVER buff any card.
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Makes Exodia way easier - I love it!
The best way to actually do something well is have no idea what you're doing. Then what you're doing will become what you have no idea you're doing, at which point since you're doing what you're doing without knowing what you're doing you're doing what you're doing without knowing you're doing it.
Also, keep in mind that you're aiming at early-game cards in your opening hand. Some of those cards are significantly worse as the game progresses. Arcanologist isn't good if you draw all of your secrets. Arcane Intellect is unplayable if you're close to fatigue. etc etc etc.
Also, people aren't counting that he could be in your starting hand after mulligan. It could be an 8-mana 5/5 that generates 2 dead cards. Complete anti tempo.
No matter what, this is 8 mana, effectively 'draw' 3-4 cards, but you'll know exactly what those cards are, and get an 5/5 while doing so.
If sprint is playable, I don't see how this could be bad honestly.
Ofcourse it is a good card for control mage. I thought about quest also, but hey when do you need 2 mage quests)))) In Arena it could be great card too
Hex Lord Malakas. lul
Sprint - Thins out Your deck, draws cards that You're maybe looking for (especially in late game or with prep in early as well) and may be played with prep. Also I don't believe it's that popular anymore with all the better draw rogue has access to.
Hex Lord Malacrass - makes absolutely no influence on Your deck size, doesn't draw but create copies of usually low mana spells/minions You kept in mulligan and can't really be discounted too reliably. It's a poor card that duplicates cards of 1-4 cost at best. The only upside is the eventual second quest/more spells for it. If for getting value from him later You have to screw up Your early game then I don't believe it's worth it.
is not Meta-defining because it's cost 8 mana (drop it, hero power, end turn). Sounds similar to ultimate infestation, but without the armor and direct dmg (maybe that is why cost only 8 mana). Isn't too good.
But it will help with some combos or nukes. Carefull to comb it will Aluneth, because burn your own cards
8 mana, get a body, and 3-4 cards is very strong.
IT'S ONE CARD!!!! A SINGLE CARD!!!! LESS THAN A FIFTH OF THE EXPANSION AS BEEN REVEALED.
Wait, why are you putting cards that might not be useful in your deck? I get what you're saying though - you mulligan for early game cards that you don't in your hand on turn 8. To that point, I don't think Tempo Mage would ever run this, but a hypothetical control mage with cheap stall cards and secrets could definitely benefit from a hand refill in the late game.
People saying this synergizes with quest clearly haven't considered hand size issues. Quest decks need lots of draws and needs to keep freezes in hand until they need it and combo pieces at all times. Hand size is often an issue. If you do manage to actually find a time to play this (which is doubtful) you will overfill your hand with stuff that can't necessarily be played because of the rng involved. It doesn't help with the 3 things quest decks try to do. It doesn't draw through the deck (you need to find all combo pieces copying semi-random cards from the start of the game doesn't do this reliably), it doesn't keep you alive and it doesn't significantly speed up finishing the quest (generating spells for 8 mana is not fast)
Do I really want to sacrifice a turn to get an understated minion and semi random cards at full cost?
If this were a druid card, it'd also say discount the cards by 1-2 mana etc.
It synergizes with quest just for the sake of an extra turn, not for an OTK, so you don't need all the freezes and combo pieces. And part of the synergy is that you get to play the quest twice.
Also part of the quest synergy is that you get the quest back. I wonder if you could play it as the last card to complete the quest...???
im not sure about this card... you usually mulligan for early game (doomsayer/ravens/tarcreepers/ etc) to survive till round 5-6-7 where you can clear board with aoe... So why would you want to duplicate early game stuff on round 9+... It's also so slow to drop 8 mana cost minion without immediate effect vs most opponents... So far it looks BAD
Its a value card. You play it when you have advantage or a least the opponent has an empty board. If you are behind you just don't play this unless its going to give you a frost bolt or Doomsayer.
No I don't. Thats why i always have a perfect 1-2-3 curve every time.
It is like the warrior omega spell, usually the mechs are not that great but is 3 for 1 card and don't make you closer to fatigue.
If this card put extras doomsayer, tarcreeper, raven and one Meteor comes to your hand in mulligan is enough value for the cost.
It is slow, terrible tempo, but decent value in a control deck, unfortunately non warlock control decks are dead.
At 7 this would be a good card. I don´t know if i can get it useful at 8 ...
Does anyone know if you have to wait until the first quest is completed to play the second one? I was hoping I could complete the first quest with the second. If it's like secrets I won't be able to play it. I'm guessing no.
I really wish they would hedge cards like this towards being OP as opposed to away from it. If 7 makes it too they can nerf it to 8, but if it 8 makes it too bad they'll just let it rot because there's some corporate policy there that they can NEVER buff any card.