I'm one of those who chose "Playable" and don't get me wrong, it's cool to summon Ragnaros for 7 mana and get a 4-4 beast but:
1) What kind of deck do you have to play against to put it on turn 7? Let's assume you're playing against an aggro deck: in this case you want to clear the board rather than play this on a full board. A one-turn delay may be fatal against an aggro deck. On the other hand, against a control deck, you can safely play it on turn 7 but both minions will be easily got rid of and you won't be able to use any Zolas. Is 8 damage worth skipping a turn? I thikn Astromancer looks better.
2) This card is majorly designed for Odd Mage but the spirit cannot be used, so much of the potential is lost. The spirit provides efficient clearing tools along with the other cards revealed today. Of course, you can run the card in an ordinary mage, but then your hero power will deal one damage only unless buffed by the 1 drop.
I'm one of those who chose "Playable" and don't get me wrong, it's cool to summon Ragnaros for 7 mana and get a 4-4 beast but:
1) What kind of deck do you have to play against to put it on turn 7? Let's assume you're playing against an aggro deck: in this case you want to clear the board rather than play this on a full board. A one-turn delay may be fatal against an aggro deck. On the other hand, against a control deck, you can safely play it on turn 7 but both minions will be easily got rid of and you won't be able to use any Zolas. Is 8 damage worth skipping a turn? I thikn Astromancer looks better.
2) This card is majorly designed for Odd Mage but the spirit cannot be used, so much of the potential is lost. The spirit provides efficient clearing tools along with the other cards revealed today. Of course, you can run the card in an ordinary mage, but then your hero power will deal one damage only unless buffed by the 1 drop.
my thoughts exactly. It is an ok-to-good card that does not excel in any situation. If you can play it safely against aggro you are already winning anyway, and against control it's just an 8 damage swing. Not enough to justify the build around honestly. You have to draw almost perfect to drop it on 7 anyway, and aggro these days are full of minions that your hero power cannot kill
Yup, looks like Odd Mage is going to be a thing. It's hard for me to imagine this not being a Tier 2 deck at least. It's a shame that Spirit of the Dragonhawk is even. It almost would have been better if it was 3 mana just so it could fit into odd mage. But, it'd probably have been too powerful.
I think this card is Very Good with the potential to be meta-defining. We shall see.
I'm one of those who chose "Playable" and don't get me wrong, it's cool to summon Ragnaros for 7 mana and get a 4-4 beast but:
1) What kind of deck do you have to play against to put it on turn 7? Let's assume you're playing against an aggro deck: in this case you want to clear the board rather than play this on a full board. A one-turn delay may be fatal against an aggro deck. On the other hand, against a control deck, you can safely play it on turn 7 but both minions will be easily got rid of and you won't be able to use any Zolas. Is 8 damage worth skipping a turn? I thikn Astromancer looks better.
2) This card is majorly designed for Odd Mage but the spirit cannot be used, so much of the potential is lost. The spirit provides efficient clearing tools along with the other cards revealed today. Of course, you can run the card in an ordinary mage, but then your hero power will deal one damage only unless buffed by the 1 drop.
my thoughts exactly. It is an ok-to-good card that does not excel in any situation. If you can play it safely against aggro you are already winning anyway, and against control it's just an 8 damage swing. Not enough to justify the build around honestly. You have to draw almost perfect to drop it on 7 anyway, and aggro these days are full of minions that your hero power cannot kill
Right now you can just swap out 1x Astromancer for this. I'd rather summon a Ragnaros than a random 3 to 6 drop.
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Oh good god is this an awful card. Wording is key here. It says if you hero power did 8 damage this game. Not 8 damage or more. EXACTLY 8 damage. You ping one damage over 8, this shit does nothing. So you draw this late after taking some high value pings and you get a glorious 7 mana 4/4. This isn't Spiteful Summoner. This is Star Aligner. Except you can't break this in Wild either. You trigger this on curve, sure, it's awesome. But anything beyond that is just straight up unplayable, cause you'd have to withhold pings hoping this isn't in your bottom 10 cards and you actually get to use it. In other words, you have to play poorly to make this turd of a card work.
I'm one of those who chose "Playable" and don't get me wrong, it's cool to summon Ragnaros for 7 mana and get a 4-4 beast but:
1) What kind of deck do you have to play against to put it on turn 7? Let's assume you're playing against an aggro deck: in this case you want to clear the board rather than play this on a full board. A one-turn delay may be fatal against an aggro deck. On the other hand, against a control deck, you can safely play it on turn 7 but both minions will be easily got rid of and you won't be able to use any Zolas. Is 8 damage worth skipping a turn? I thikn Astromancer looks better.
2) This card is majorly designed for Odd Mage but the spirit cannot be used, so much of the potential is lost. The spirit provides efficient clearing tools along with the other cards revealed today. Of course, you can run the card in an ordinary mage, but then your hero power will deal one damage only unless buffed by the 1 drop.
my thoughts exactly. It is an ok-to-good card that does not excel in any situation. If you can play it safely against aggro you are already winning anyway, and against control it's just an 8 damage swing. Not enough to justify the build around honestly. You have to draw almost perfect to drop it on 7 anyway, and aggro these days are full of minions that your hero power cannot kill
Right now you can just swap out 1x Astromancer for this. I'd rather summon a Ragnaros than a random 3 to 6 drop.
it depends on when you play it: on turn 7 an astromancer can be played with no other requirement for tempo, while the new legendary does nothing by itself. I think it should absolutely be tested, but it won't probably change much the already existing matchups
Oh good god is this an awful card. Wording is key here. It says if you hero power did 8 damage this game. Not 8 damage or more. EXACTLY 8 damage. You ping one damage over 8, this shit does nothing. So you draw this late after taking some high value pings and you get a glorious 7 mana 4/4. This isn't Spiteful Summoner. This is Star Aligner. Except you can't break this in Wild either. You trigger this on curve, sure, it's awesome. But anything beyond that is just straight up unplayable, cause you'd have to withhold pings hoping this isn't in your bottom 10 cards and you actually get to use it. In other words, you have to play poorly to make this turd of a card work.
Jokes on you, they have yet to reveal the 1-mana 1/1 with Battlecry: "Your Hero Power deals -2 Damage this turn."
If i'm being serious, you are almost certainly incorrect. No card that required you to do a certain number of things was made invalid if you surpassed the required number.
Did you watch the livestream? The card even has indicator text telling you how much damage you have left to deal, and it changes to "Ready!" when you hit 8.
All of those who are saying why do you want this on turn 7 if you are playing against zoo or decks that have full board they need to know that mage has a tons of AoE( Odd and Even spells) so if you need to clear the board first you can clear it and than play this. And is preety easy to fulfill the task because of the support that this card gets from the other cards they revealed. Its a bummer that you cant play the spirit in Odd Mage but even without it it can be good. But still with the spirit you can get a board clear as well. So it doesnt need to be ODD. You can fulfill the task in one turn with the new 1 cost mage cart that give your hero +2 dmg and the spirit so on turn 5 you can deal 9 dmg instantly. And with that you can clear the board as well. I think that Mage will be the new powerhouse after KOFT cards go to wild. Also it will be even stronger with the KOFT cards. You get Ragnaros with lifesteal with Jaina and the synergy with the hero power you can summon a tons of Freeze Elementals with lifesteal as well. Very OP. But they needed to focus on Priest and Mage this expansion because if not they will be dead classes.
Oh good god is this an awful card. Wording is key here. It says if you hero power did 8 damage this game. Not 8 damage or more. EXACTLY 8 damage. You ping one damage over 8, this shit does nothing. So you draw this late after taking some high value pings and you get a glorious 7 mana 4/4. This isn't Spiteful Summoner. This is Star Aligner. Except you can't break this in Wild either. You trigger this on curve, sure, it's awesome. But anything beyond that is just straight up unplayable, cause you'd have to withhold pings hoping this isn't in your bottom 10 cards and you actually get to use it. In other words, you have to play poorly to make this turd of a card work.
Please tell me you're joking...
You can't possibly think they would suddenly change how countdown cards work without even the slightest mention of it.
No, it doesn't become null if you go over 8 damage.
Dude, the aggro decks that see play now can recover after an AoE easily. This card cannot be played with ANY strong AoE in the same turn meaning you'll have to devote an entire turn to it, while you opponent has minions on the board and is very likely to start buffing them.
Oh good god is this an awful card. Wording is key here. It says if you hero power did 8 damage this game. Not 8 damage or more. EXACTLY 8 damage. You ping one damage over 8, this shit does nothing. So you draw this late after taking some high value pings and you get a glorious 7 mana 4/4. This isn't Spiteful Summoner. This is Star Aligner. Except you can't break this in Wild either. You trigger this on curve, sure, it's awesome. But anything beyond that is just straight up unplayable, cause you'd have to withhold pings hoping this isn't in your bottom 10 cards and you actually get to use it. In other words, you have to play poorly to make this turd of a card work.
Jokes on you, they have yet to reveal the 1-mana 1/1 with Battlecry: "Your Hero Power deals -2 Damage this turn."
If i'm being serious, you are almost certainly incorrect. No card that required you to do a certain number of things was made invalid if you surpassed the required number.
Did you watch the livestream? The card even has indicator text telling you how much damage you have left to deal, and it changes to "Ready!" when you hit 8.
No, I didn't watch the livestream, but you are incorrect in saying that no card ever turned off once you surpassed a number. Firstly, the absolute majority of them specify "or more" in their text to ensure exceeding the number does not deactivate them. See, for instance, Jungle Giants, which requires the minions to have 5 or more attack, or Mind Control Tech, which requires the opponent to have 4 or more minions. When a card does specify a number without the "or more" clause, it does actually turn off if you go over, though the only example we have of a card with that wording that can think of is Star Aligner, as I alluded to in my original comment. Notice Star Aligner's wording. "If you control 3 minions with 7 Health, deal 7 damage to all enemies." Now, here we get to the interesting part and this is where I might be wrong, but more due to Team5's inconsistency in wording rather than my incorrect reading. Star Aligner will turn off if your minions do not have EXACTLY 7 health. You have an 8 health minion, Star Aligner won't consider it for its trigger. It's either exactly 7 or nothing. However, and this is where the inconsistency creeps in, Star Aligner will still trigger if you have MORE than 3 minions with 7 health, even though the text doesn't state that's the case (it should be "if you control 3 or more minions with 7 Health" but it isn't). If I am incorrect in the effect of the card, I wouldn't be surprised if the card gets reworded before release to specify as much, because with its current wording, it should turn off once you go over 8.
Probably too slow, but still... Would be so much fun to meme with something like this! Maybe even pack a Faceless Manipulator or two in case at least one survives to next turn.
the fun part of this is that mage has enough removal in wild to actually pull this off, Dragon's Fury and Volcanic Potion, are amazing for this strategies even though they're anti-sinergy
I'm one of those who chose "Playable" and don't get me wrong, it's cool to summon Ragnaros for 7 mana and get a 4-4 beast but:
1) What kind of deck do you have to play against to put it on turn 7? Let's assume you're playing against an aggro deck: in this case you want to clear the board rather than play this on a full board. A one-turn delay may be fatal against an aggro deck. On the other hand, against a control deck, you can safely play it on turn 7 but both minions will be easily got rid of and you won't be able to use any Zolas. Is 8 damage worth skipping a turn? I thikn Astromancer looks better.
2) This card is majorly designed for Odd Mage but the spirit cannot be used, so much of the potential is lost. The spirit provides efficient clearing tools along with the other cards revealed today. Of course, you can run the card in an ordinary mage, but then your hero power will deal one damage only unless buffed by the 1 drop.
I misread it before. I thought it let you bank the HP. You're right.
my thoughts exactly. It is an ok-to-good card that does not excel in any situation. If you can play it safely against aggro you are already winning anyway, and against control it's just an 8 damage swing. Not enough to justify the build around honestly. You have to draw almost perfect to drop it on 7 anyway, and aggro these days are full of minions that your hero power cannot kill
that would have been kinda OP ;)
Yup, looks like Odd Mage is going to be a thing. It's hard for me to imagine this not being a Tier 2 deck at least. It's a shame that Spirit of the Dragonhawk is even. It almost would have been better if it was 3 mana just so it could fit into odd mage. But, it'd probably have been too powerful.
I think this card is Very Good with the potential to be meta-defining. We shall see.
Right now you can just swap out 1x Astromancer for this. I'd rather summon a Ragnaros than a random 3 to 6 drop.
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Oh good god is this an awful card. Wording is key here. It says if you hero power did 8 damage this game. Not 8 damage or more. EXACTLY 8 damage. You ping one damage over 8, this shit does nothing. So you draw this late after taking some high value pings and you get a glorious 7 mana 4/4. This isn't Spiteful Summoner. This is Star Aligner. Except you can't break this in Wild either. You trigger this on curve, sure, it's awesome. But anything beyond that is just straight up unplayable, cause you'd have to withhold pings hoping this isn't in your bottom 10 cards and you actually get to use it. In other words, you have to play poorly to make this turd of a card work.
it depends on when you play it: on turn 7 an astromancer can be played with no other requirement for tempo, while the new legendary does nothing by itself. I think it should absolutely be tested, but it won't probably change much the already existing matchups
Exactly. This just fits into BSM without any additional work.
The nerf of Mana Wyrm relegated mage to trash status.
At least, this kind of car dmay make the class competitive again.
Under reasonnable conditions, late game, you can get Ragnaros for 7 mana with a bonus 4/4 . This is powerfull
This is 7 mana rag except you can't play it until later.
Pretty good deal if you ask me.
I mean, rag is already pretty decent in wild.
GetchX's comment was referencing how Majordomo gives you the full 8 damage for the Rag proc instantly. Regardless, he/she's making a joke
Jokes on you, they have yet to reveal the 1-mana 1/1 with Battlecry: "Your Hero Power deals -2 Damage this turn."
If i'm being serious, you are almost certainly incorrect. No card that required you to do a certain number of things was made invalid if you surpassed the required number.
Did you watch the livestream? The card even has indicator text telling you how much damage you have left to deal, and it changes to "Ready!" when you hit 8.
Kaladin's RoS Set Review
Join me at Out of Cards!
All of those who are saying why do you want this on turn 7 if you are playing against zoo or decks that have full board they need to know that mage has a tons of AoE( Odd and Even spells) so if you need to clear the board first you can clear it and than play this. And is preety easy to fulfill the task because of the support that this card gets from the other cards they revealed. Its a bummer that you cant play the spirit in Odd Mage but even without it it can be good. But still with the spirit you can get a board clear as well. So it doesnt need to be ODD. You can fulfill the task in one turn with the new 1 cost mage cart that give your hero +2 dmg and the spirit so on turn 5 you can deal 9 dmg instantly. And with that you can clear the board as well. I think that Mage will be the new powerhouse after KOFT cards go to wild. Also it will be even stronger with the KOFT cards. You get Ragnaros with lifesteal with Jaina and the synergy with the hero power you can summon a tons of Freeze Elementals with lifesteal as well. Very OP. But they needed to focus on Priest and Mage this expansion because if not they will be dead classes.
8 mana Ragnaros was already good, it will surely be amazing for 7. You can even pay Zola the same turn to make an extra copy.
Please tell me you're joking...
You can't possibly think they would suddenly change how countdown cards work without even the slightest mention of it.
No, it doesn't become null if you go over 8 damage.
Dude, the aggro decks that see play now can recover after an AoE easily. This card cannot be played with ANY strong AoE in the same turn meaning you'll have to devote an entire turn to it, while you opponent has minions on the board and is very likely to start buffing them.
ow oof odd mage ow oof
No, I didn't watch the livestream, but you are incorrect in saying that no card ever turned off once you surpassed a number. Firstly, the absolute majority of them specify "or more" in their text to ensure exceeding the number does not deactivate them. See, for instance, Jungle Giants, which requires the minions to have 5 or more attack, or Mind Control Tech, which requires the opponent to have 4 or more minions. When a card does specify a number without the "or more" clause, it does actually turn off if you go over, though the only example we have of a card with that wording that can think of is Star Aligner, as I alluded to in my original comment. Notice Star Aligner's wording. "If you control 3 minions with 7 Health, deal 7 damage to all enemies." Now, here we get to the interesting part and this is where I might be wrong, but more due to Team5's inconsistency in wording rather than my incorrect reading. Star Aligner will turn off if your minions do not have EXACTLY 7 health. You have an 8 health minion, Star Aligner won't consider it for its trigger. It's either exactly 7 or nothing. However, and this is where the inconsistency creeps in, Star Aligner will still trigger if you have MORE than 3 minions with 7 health, even though the text doesn't state that's the case (it should be "if you control 3 or more minions with 7 Health" but it isn't). If I am incorrect in the effect of the card, I wouldn't be surprised if the card gets reworded before release to specify as much, because with its current wording, it should turn off once you go over 8.
the fun part of this is that mage has enough removal in wild to actually pull this off, Dragon's Fury and Volcanic Potion, are amazing for this strategies even though they're anti-sinergy