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.
You complete the first quest, get the reward, play another quest and the reward count for the second quest, you can't have the same quest twice in a row.
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.
You complete the first quest, get the reward, play another quest and the reward count for the second quest, you can't have the same quest twice in a row.
It seems veeeeery unlikely that you can A - Complete the notoriously bad Quest Mage-chain and B - Survive long enough after doing so to complete another quest.
Quest mage is far from "notoriously bad", it one of the best quests released, just lack more support in Standard, cards like Tome.
So, it's stats are poor for 8 mana. BUT, it's effect is strong if you went second which is what you want when you're a control mage. If you go first you'll only get 3 cards, which depending on RNG could be good or bad. I think this card will see play in Quest Mage decks.
Pointless. Mage already has arguably the best grindy lategame thanks to Frost Lich, control Mage is currently more concerned with early survival. Sindragosa is already painful to include because it's so slow, and this just seems worse.
Has some potential in Wild Reno Mage though, there the value provided can be far greater than Sindragosa and make it worth the tradeoff.
Pointless. Mage already has arguably the best grindy lategame thanks to Frost Lich, control Mage is currently more concerned with early survival. Sindragosa is already painful to include because it's so slow, and this just seems worse.
Has some potential in Wild Reno Mage though, there the value provided can be far greater than Sindragosa and make it worth the tradeoff.
Exactly what I thought. A class that can't utilize Sindragosa or Dragoncaller Alanna doesn't need that minion. Jaina is all they need late game. What they need is early board presence and a win con vs combo decks. Big spell mage dies to combo decks without a fight.
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.
This would help out aggro mage for getting Prince Keleseth back into their hand and possibly Zola as well, This could work for control for getting more blizzards and removal tools.
This would help out aggro mage for getting Prince Keleseth back into their hand and possibly Zola as well, This could work for control for getting more blizzards and removal tools. Getting Hex Lord Malacrass in your hand could give you infinite value and never fatigue by shuffling cards into your deck but I'm not sure its battlecry would prevent him from being put back into your hand again.
There aren't enough words to express how wrong you are in all of your points (read the card text again then)
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
I think this excludes your first draw right? So, if I start it's "just" 3 cards.
Seems very clunky, unless there is a good combo.
Maybe this replaces simulacrum?
Not sure but the "first opening hand" for me means you start the game with 4 - 5 cards because it includes the first draw. Opening hand: the cards you have in hand before playing.
Let's remove all the negative part of this card and set it onto positive sides:
1. It gives you 4-5 cards without coin (I think)
2. It's MUCH much better than ancient of lore, but you will not gain powerful cards, and maybe get repeated useless cards for late game... or maybe you will get answer for certain situation?
3. The mulligan can already decide for you to what you can to bring back the cards back from hex lord malacrass. Which is pretty damn cool.
And that's it, I can count more than 3 negative points about him and I won't reveal them, why? Because the rest of topic has already discussed about him.
I really wish that card has something else to cover up his power level such as improving stat, that's the only thing he needs, and that make it as medicore card, not best card.
You complete the first quest, get the reward, play another quest and the reward count for the second quest, you can't have the same quest twice in a row.
This card is pretty amazing. So much value for mage. If mage gets much more health gain, it's a scary class.
Quest mage is far from "notoriously bad", it one of the best quests released, just lack more support in Standard, cards like Tome.
So, it's stats are poor for 8 mana. BUT, it's effect is strong if you went second which is what you want when you're a control mage. If you go first you'll only get 3 cards, which depending on RNG could be good or bad. I think this card will see play in Quest Mage decks.
Initial thoughts:
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It´s a good value card for control decks and might be useful after rotation. Currently it seems i would only try it at 7 not 8 mana.
Am i the only one who mulligans for good early game cards, but always get Lich King and Meteor?
Pointless. Mage already has arguably the best grindy lategame thanks to Frost Lich, control Mage is currently more concerned with early survival. Sindragosa is already painful to include because it's so slow, and this just seems worse.
Has some potential in Wild Reno Mage though, there the value provided can be far greater than Sindragosa and make it worth the tradeoff.
Exactly what I thought. A class that can't utilize Sindragosa or Dragoncaller Alanna doesn't need that minion. Jaina is all they need late game. What they need is early board presence and a win con vs combo decks. Big spell mage dies to combo decks without a fight.
Does anyone know if Malacrass is a LOA too?
Do you mean sleeping or do you mean dead?
Sleeping = Can wake again
Dead = Gone for good. Time to cry.
I think this is opening the door for a big hand mage. Big spells already had this, just adding more to the fire for this kinda deck.
Oh i see thanks
This would help out aggro mage for getting Prince Keleseth back into their hand and possibly Zola as well, This could work for control for getting more blizzards and removal tools.
Huffer
There aren't enough words to express how wrong you are in all of your points (read the card text again then)
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Not sure but the "first opening hand" for me means you start the game with 4 - 5 cards because it includes the first draw. Opening hand: the cards you have in hand before playing.
Let's remove all the negative part of this card and set it onto positive sides:
1. It gives you 4-5 cards without coin (I think)
2. It's MUCH much better than ancient of lore, but you will not gain powerful cards, and maybe get repeated useless cards for late game... or maybe you will get answer for certain situation?
3. The mulligan can already decide for you to what you can to bring back the cards back from hex lord malacrass. Which is pretty damn cool.
And that's it, I can count more than 3 negative points about him and I won't reveal them, why? Because the rest of topic has already discussed about him.
I really wish that card has something else to cover up his power level such as improving stat, that's the only thing he needs, and that make it as medicore card, not best card.
I like elementals and totems.