I think this works best as a feeding card for stuff like Flamewaker while serving as a double Freezing Potion. An aspect of this card that I feel is being overlooked is that you don’t have to cast both on the same turn; this can really lock down one of your opponent’s key minions, like Ice Walker pings.
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"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
I actually think this could be pretty good. 2 mana stall an opponent's minion for 2 additional turns is a good tempo play and kinda reminds me of sap which sees play. Maybe it would fit into an aggressive deck. Frostbolt sees play, and this is a weaker but more flexible version. Also, cheap spells can have a lot of synergy with things like auctioneer or antonidas. All in all, I think it has potential.
Not much to say about this one. It is just pack filter and they really need to stop making underwhelming freezing spells when Snap Freeze is still in rotation (which also sucks)
1) Bad top deck late game (unless drawn with Luna)
2) Bad value for mana cost (one effect costs 0 mana, the other 1 mana, you pay 1 mana for the flexibility)
3) Bad cause it's doesn't instantly single handily win you the game so it's bad according to Hpwn standards.
4)Mana Wyrm got nerfed because of this card or cards like this :(.
5) Can't target face (both cause it doesn't deal face damage, and it doesn't stop weapon swings which freeze is notably good against).
All in all I vote very good, it has all the tools to be a good card in tempo/midrange/aggro mage.
Also, this would have gone into Odd Mage for sure, because this is far better flexibility than Missiles. It seems that the Odd and Even decks had some really great cards to enhance them. It's also why they got rid of those decks in Standard because all of the decks were probably going to be Odd or Even, making a very boring meta game.
Is Mage Quest powerful enough to even get to late game in Wild? Seems like you will pretty much always lose to aggressive or combo decks long before you can OTK with Quest Mage in Wild.
It's a shame this spell has a non-core keyword. This would be a much better spell in the core set than Frostbolt. Too many aggro-centered classes have spells that deal big damage to face. Mage and Hunter should have powerful direct damage removal, but not so much face damage.
Nah, it's really not powerful enough to make it in Wild. Was barely good enough to see play in Standard, but it turns out that you're better off with vanilla Exodia Mage rather than Quest Exodia.
I like it. It gives you a lot of options on how you want to deal with certain situations on the board. Maybe there will be a control deck with some freezing spells.
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+ twinspell works with quest. Pretty decent card overall.
For one mana more you can freeze 7 minions.
Quest is rotating, but I'm also pretty sure there are better, more impactful ways to generate Quest spells.
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Makes Icicle a little better.
I think this works best as a feeding card for stuff like Flamewaker while serving as a double Freezing Potion. An aspect of this card that I feel is being overlooked is that you don’t have to cast both on the same turn; this can really lock down one of your opponent’s key minions, like Ice Walker pings.
"The quickest way to 'think outside the box' is to realize the truth: the only real box is the one you create by limiting your thoughts."
Bruce Garrabrandt
it is a nice tempo card, freezing a minion is very valuable and if you can assure to do it several turns in a row it can gain a lot of tempo with it.
I actually think this could be pretty good. 2 mana stall an opponent's minion for 2 additional turns is a good tempo play and kinda reminds me of sap which sees play. Maybe it would fit into an aggressive deck. Frostbolt sees play, and this is a weaker but more flexible version. Also, cheap spells can have a lot of synergy with things like auctioneer or antonidas. All in all, I think it has potential.
Great counter.
Not much to say about this one. It is just pack filter and they really need to stop making underwhelming freezing spells when Snap Freeze is still in rotation (which also sucks)
I know one particular shaman legendary that needs this card more than mage.
Pros:
1)It's flexible
2)It's 2 spell triggers (Archmage Antonidas,Vex Crow, Gadgetzan Auctioneer.. etc.)
3)It's cheap, good with Stargazer Luna
4)Good for tempo (Sometimes if you freeze a key trade your opponent might make), sometimes has the same impact as a Frostbolt.
5) Can have synergy with other freeze cards.
6) Both parts cost 0 with Sorcerer's Apprentice
cons:
1) Bad top deck late game (unless drawn with Luna)
2) Bad value for mana cost (one effect costs 0 mana, the other 1 mana, you pay 1 mana for the flexibility)
3) Bad cause it's doesn't instantly single handily win you the game so it's bad according to Hpwn standards.
4)Mana Wyrm got nerfed because of this card or cards like this :(.
5) Can't target face (both cause it doesn't deal face damage, and it doesn't stop weapon swings which freeze is notably good against).
All in all I vote very good, it has all the tools to be a good card in tempo/midrange/aggro mage.
The card needs some big support for it to see any play. Something like a Flamewaker or unnerfed Mana Wyrm, no less.
Also, this would have gone into Odd Mage for sure, because this is far better flexibility than Missiles. It seems that the Odd and Even decks had some really great cards to enhance them. It's also why they got rid of those decks in Standard because all of the decks were probably going to be Odd or Even, making a very boring meta game.
It's fine if you have a reliable draw engine. There are no decks in Hearthstone that run spells like this without good draw engines.
Any mage spell that is very cheap has potential to be very powerful down the road.
Is Mage Quest powerful enough to even get to late game in Wild? Seems like you will pretty much always lose to aggressive or combo decks long before you can OTK with Quest Mage in Wild.
It's a shame this spell has a non-core keyword. This would be a much better spell in the core set than Frostbolt. Too many aggro-centered classes have spells that deal big damage to face. Mage and Hunter should have powerful direct damage removal, but not so much face damage.
@Wyattbw
Nah, it's really not powerful enough to make it in Wild. Was barely good enough to see play in Standard, but it turns out that you're better off with vanilla Exodia Mage rather than Quest Exodia.
So many people are sleeping on Twinspell.
This card is going to do some work.
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I like it. It gives you a lot of options on how you want to deal with certain situations on the board. Maybe there will be a control deck with some freezing spells.