Deck thinning is always good, especially tutored deck thinning, and ESPECIALLY when you make the card you tutor out cost 0, effectively being a 2 mana "Play a secret from your deck", but even better as you can decide when to play it now.
This card is crazy good with the released cards and perfect to thin out your deck. You can clear aggro boards at will with Arcane Flakmage or single target removal with Cloud Prince.
I don't think this will be that strong. You need to remove another card to include this so it's still a tradeoff. Secrets can also be easy to play around.
Anyone who doesn't think that a guaranteed card draw, along with a 1 Mana discount and the ability to play it immediately, in a deck that now has two minions that nuke the field or land heavy damage if there's a Secret in play, is almost beyond the pale as a deck archetype staple should probably look into a brief history of why card tutoring has ruined MtG rotations and completely destroyed Yu-Gi-Oh!
This card works as a board clear, can be used to drop a Fireball, and thins out decks that'll be running at least 4-6 Secrets either way. It's raw good, and raw good has an almost supernatural effect on deck consistency in any game.
No guarantee it's meta-defining, but there's no version of Secret Mage that won't use copies of this card. Very Good at the Very Least, my dudes.
This card is very good and you are no longer forced to play your secret the same turn which not only gives you flexibility, but gives you combo potential. In WIld you have the 2 drop that draws you a random secret, so this card is basically the same thing. One card gives you a 2/3 body, but this card gives you the ability to play the Secret for 0 mana, which means anytime you want. I would rather have the 0 mana Secret.
In Standard, this makes all those Secret cards not dead cards. The trick here is deciding how to build your deck with enough Secrets so this card isn't a do nothing spell BUT not overload your deck with secrets and have a chance to never draw the one you need at the time. This is a powerful card, but the deck building challenge is what I see as a limitation in Standard. In Wild, this is crazy powerful.
Read the card again.
COST 0!!! You don't need to play after the spell, you can keep the secret in hand to play in the same turn the new card or cyclone.
This card is insanely good, Standard and Wild.
Who in the freaking world, thought that Mages shoot with bows 🙄
Deck thinning is always good, especially tutored deck thinning, and ESPECIALLY when you make the card you tutor out cost 0, effectively being a 2 mana "Play a secret from your deck", but even better as you can decide when to play it now.
this is what brings the secret package together for mge
This card is stupidly good. Once again, I'll thank my lucky stars that Mana Wyrm got nerfed.
Oh wow my wild quest Mage just got insanely better thank you blizzard ;)
Broken af. Mage will take over wild.
This card is crazy good with the released cards and perfect to thin out your deck. You can clear aggro boards at will with Arcane Flakmage or single target removal with Cloud Prince.
two cards for mana-cyclone
I don't think this will be that strong. You need to remove another card to include this so it's still a tradeoff. Secrets can also be easy to play around.
Marked playable.
1mana discount with 2 cards. If your deck has no more secret, do nothing. Bad.
question is are there enough good secrets in mage to make this worth it
Arguably better than Arcanologist?
Arguably the best card of the whole set.
Mad Scientist without body is still pretty good !
Anyone who doesn't think that a guaranteed card draw, along with a 1 Mana discount and the ability to play it immediately, in a deck that now has two minions that nuke the field or land heavy damage if there's a Secret in play, is almost beyond the pale as a deck archetype staple should probably look into a brief history of why card tutoring has ruined MtG rotations and completely destroyed Yu-Gi-Oh!
This card works as a board clear, can be used to drop a Fireball, and thins out decks that'll be running at least 4-6 Secrets either way. It's raw good, and raw good has an almost supernatural effect on deck consistency in any game.
No guarantee it's meta-defining, but there's no version of Secret Mage that won't use copies of this card. Very Good at the Very Least, my dudes.
This card is very good and you are no longer forced to play your secret the same turn which not only gives you flexibility, but gives you combo potential. In WIld you have the 2 drop that draws you a random secret, so this card is basically the same thing. One card gives you a 2/3 body, but this card gives you the ability to play the Secret for 0 mana, which means anytime you want. I would rather have the 0 mana Secret.
In Standard, this makes all those Secret cards not dead cards. The trick here is deciding how to build your deck with enough Secrets so this card isn't a do nothing spell BUT not overload your deck with secrets and have a chance to never draw the one you need at the time. This is a powerful card, but the deck building challenge is what I see as a limitation in Standard. In Wild, this is crazy powerful.
Gonna have fun with this one pulling a 0-mana counterspell for use with King Togwaggle.
thins deck by 2, reduce deck cost by 2. I suppose the draw back is when you have no more secrets in your deck but that's rare.
For combo decks you run 2 barrier 2 block and 2 of the new secret.
For aggro secret mage well... half your deck is like secrets.
Also good to go off with the 2/2 elemental and Luna.
Carpe Diem - Seize the day