I don't think I like this because of the downside, but I can't think of another downside that would be appropriate. If it was anything else this card would be really broke.
I am intrigued though about the potential. in most cases it makes the combo of two cards cost the same or just 1 less than the alternative, which can make it versatile but also useless.
I can see this being played in some stuff for some kind of low cost spell burst finisher, but Id think the Cosmic Anomaly is still better overall, a 12 damage pyro is better than a 13 damage 11 cost pyro after all.
if you add the 3 spell damage (As "3/3"), the increased spell mana cost (As "1/1"), and the stats you get
4 mana 7/7!!!!!!!!!!!!!!!!!!!!!!!!!!!
Rollback Post to RevisionRollBack
*this signature and the above post is in Nerglish, because this site believes in equality between Murlocs and human players we have placed an automatic translator on this post*
It's not 3 mana when your opponent is just going to kill this anyway. It's actually still 7 mana. Might as well actually play Flamestrike so you don't have to rely on drawing two weak cards for the effect.
But it's 7 mana for a flame strike and a body. If you actually play flame strike, your opponent isn't forced to remove anything.
When they have no minions left because you just killed them all, that means they have to sacrifice removal.
Rollback Post to RevisionRollBack
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
It's not 3 mana when your opponent is just going to kill this anyway. It's actually still 7 mana. Might as well actually play Flamestrike so you don't have to rely on drawing two weak cards for the effect.
But it's 7 mana for a flame strike and a body. If you actually play flame strike, your opponent isn't forced to remove anything.
When they have no minions left because you just killed them all, that means they have to sacrifice removal.
Still bad because you have to put Arcane Explosion in your deck. You can do most of this combo with Arcane Anomaly (3 damage instead of 4, but 1 less mana) and nobody played Arcane Anomaly in a non-tempo deck. Unless the meta very specifically has a lot of 1 and 4 health minions, it's really weak.
The Blast Wave synergy is good, but I don't think this card is worth running just for that. That's a 10 mana combo that might not even clear the board, but will kill off your 3/3. Big Spell Mage isn't going to be a thing without Raven Familiar, Dragon's Fury, and Frost Lich Jaina, so it doesn't work there either.
I like this card, but as others have said, if I was going to play it then I'd rather just play Cosmic Anomaly. The additional +1 Spell dmg IS a big deal, but so is increasing the mana cost of spells by 1mana. I feel like people always OVERestimate cards that make other cards cost more.
I have a feeling it will be staple in tempo/burn decks. It turns your frostballs into 3 mana fireballs. You may have cheap aoe spells in deck for some miracle synergy and sometimes use them with Tricaster for huge board clears. If tempo mage will be a thing, this card will be played.
And I think I have found its real meaning (prepare your tinfoil hats), in Archmage Vargoth Quest Mage. Premise: if you play Archmage Vargoth + Time Warp, you get 2 additional Extra Turns.
I don't think I like this because of the downside, but I can't think of another downside that would be appropriate. If it was anything else this card would be really broke.
I am intrigued though about the potential. in most cases it makes the combo of two cards cost the same or just 1 less than the alternative, which can make it versatile but also useless.
I can see this being played in some stuff for some kind of low cost spell burst finisher, but Id think the Cosmic Anomaly is still better overall, a 12 damage pyro is better than a 13 damage 11 cost pyro after all.
Wait a MINUTE!
4 mana check
3/3 hmm
3 spell damage
spells cost 1 more mana
if you add the 3 spell damage (As "3/3"), the increased spell mana cost (As "1/1"), and the stats you get
4 mana 7/7!!!!!!!!!!!!!!!!!!!!!!!!!!!
*this signature and the above post is in Nerglish, because this site believes in equality between Murlocs and human players we have placed an automatic translator on this post*
This card seems pretty good to me as an extra/alternate to arcane anomaly. This + Blastwave is gonna be crazy good on turn 10.
Oh, Lethal - where did you go? I miss you all the time.
But it's 7 mana for a flame strike and a body. If you actually play flame strike, your opponent isn't forced to remove anything.
When they have no minions left because you just killed them all, that means they have to sacrifice removal.
"Why, you never expected justice from a company, did you? They have neither a soul to lose nor a body to kick." -- Lady Saba Holland
The math checks out!
Decent if you have very cheap spells.
This is card will either see a lot of play that will define games or end up as a garbage.
Believe in potential; the multiverse blesses some beings with extraordinary traits, with the potential to do—to be—great things.
This. Blastwave is gonna give you a ton of value on turn 10.
Still bad because you have to put Arcane Explosion in your deck. You can do most of this combo with Arcane Anomaly (3 damage instead of 4, but 1 less mana) and nobody played Arcane Anomaly in a non-tempo deck. Unless the meta very specifically has a lot of 1 and 4 health minions, it's really weak.
The Blast Wave synergy is good, but I don't think this card is worth running just for that. That's a 10 mana combo that might not even clear the board, but will kill off your 3/3. Big Spell Mage isn't going to be a thing without Raven Familiar, Dragon's Fury, and Frost Lich Jaina, so it doesn't work there either.
I like this card, but as others have said, if I was going to play it then I'd rather just play Cosmic Anomaly. The additional +1 Spell dmg IS a big deal, but so is increasing the mana cost of spells by 1mana. I feel like people always OVERestimate cards that make other cards cost more.
Potentially insane with Kalecgos.
Must be killed as quickly as possible.
Insanely bad card.
Tricky Card , will not see play in Meta.
My current mage deck (wild,reno,otk,highlander)
My current hunter deck (wild,reno,highlander)
"The game is dead"
Every salty hearthstone player
I have a feeling it will be staple in tempo/burn decks. It turns your frostballs into 3 mana fireballs. You may have cheap aoe spells in deck for some miracle synergy and sometimes use them with Tricaster for huge board clears. If tempo mage will be a thing, this card will be played.
I think this is OK. This is a must remove if used in a spell power based deck which is obviously pushed.
Flavor text is "The math checks out!"
And I think I have found its real meaning (prepare your tinfoil hats), in Archmage Vargoth Quest Mage.
Premise: if you play Archmage Vargoth + Time Warp, you get 2 additional Extra Turns.
Now, if you play Molten Reflection on Vargoth, and then Kirin Tor Tricaster, you have 2 possible outcomes at the end of the turn:
2x Archmage Vargoth + 3x Kirin Tor Tricaster OR 3x Archmage Vargoth + 2x Kirin Tor Tricaster
In both cases you can cast Greater Arcane Missiles on your last Extra Turn, with more spell damage OR with more repetitions.
And guess what? BOTH SITUATIONS MAKE FOR THE SAME DAMAGE OUTPUT: 27*4 = 36*3 = 108 damage.
The math checks out!
Interesting in Wild Even Mage.