At least they aren't pretending there's such a thing as balance anymore.
No you don't? 1+2+3 =/= 8. You can't use 8 mana crystals by turn 3.
Your math is off Amigo, it's 1(+1 cause of coin) +2, +3, which is 7, though still not playable on turn 3.
Well, it's actually: 2 + 1 (coin) + 3 if I'm not mistaken. This isn't going to be too bad, I don't think, though, because you'd need to go second, get the right tempo, AND draw the sidequest in the first place. Wouldn't be too surprised if I'm wrong, though...
I guess you could save this for turn 9 and play it and Power of Creation, but I don't know how strong of play that is. Mage's biggest weakness right now is the early game. This expansion will need to deal with that otherwise Mage won't be better off than it is now.
There's nothing to day so far that this card will start in your hand either. I don't know what the situation is on that, but I assume that it works like a nomal card.
At least they aren't pretending there's such a thing as balance anymore.
No you don't? 1+2+3 =/= 8. You can't use 8 mana crystals by turn 3.
Getting extremely lucky with Cyclone mage you can.
How is Cyclone Mage going to help anything? 8 mana is 8 mana. An Arcane Missiles discounted by Sorcerer's Apprentice provides 0 mana towards this subquest, even if it's 'usually' worth 1 (pretty sure this is how it'll work, given the adventure modes that count the card's current cost for things like 'discount your hand when you play an even card').
The best you can do by turn 3 is 6 mana under normal circumstances (1 mana from coin, 2 on turn 2, 3 on turn 3). There might be some odd way for a wild mage to get a rogue coin or innervate/biology project (to give them more mana to play stuff; the 0 cost spells are useless for this quest), but I'm not touching that one.
DISCUSS!
With coin, you can have a 6/6 on
turn 3turn 4. (Yeah, sorry, I was looking at all those 6's and thinking 6 mana.)At least they aren't pretending there's such a thing as balance anymore.
"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
No you don't? 1+2+3 =/= 8. You can't use 8 mana crystals by turn 3.
Your math is off Amigo, it's 1(+1 cause of coin) +2, +3, which is 7, though still not playable on turn 3.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
The 1 mana you spend in the quest count?
like the concept of these but I dont think this one is good enough
Well, it's actually: 2 + 1 (coin) + 3 if I'm not mistaken. This isn't going to be too bad, I don't think, though, because you'd need to go second, get the right tempo, AND draw the sidequest in the first place. Wouldn't be too surprised if I'm wrong, though...
Getting extremely lucky with Cyclone mage you can.
I guess you could save this for turn 9 and play it and Power of Creation, but I don't know how strong of play that is. Mage's biggest weakness right now is the early game. This expansion will need to deal with that otherwise Mage won't be better off than it is now.
good with some sort of spellslinger deck and mage have some tools. I hope they don't give a minion like flamewaker to mage.
I like it. It could just be a cheap spell for cyclone mage that will eventually pay off in a few turns.
Take a look at my most recent deck, Watch post, totem, menagerie shaman.
finally my dream, non legendary quest, it's not so powerful, but it's not so bad
There's nothing to day so far that this card will start in your hand either. I don't know what the situation is on that, but I assume that it works like a nomal card.
do you get those on your starting hand as well?
Check out my ambitiously horrific custom expansion, Call of the Ocean!
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240598-custom-expansion-call-of-the-ocean
Guys, please. It's 8 mana on spells not 8 spells. And I don't think discounts from Sorc. count the same as full mana spent.
How is Cyclone Mage going to help anything? 8 mana is 8 mana. An Arcane Missiles discounted by Sorcerer's Apprentice provides 0 mana towards this subquest, even if it's 'usually' worth 1 (pretty sure this is how it'll work, given the adventure modes that count the card's current cost for things like 'discount your hand when you play an even card').
The best you can do by turn 3 is 6 mana under normal circumstances (1 mana from coin, 2 on turn 2, 3 on turn 3). There might be some odd way for a wild mage to get a rogue coin or innervate/biology project (to give them more mana to play stuff; the 0 cost spells are useless for this quest), but I'm not touching that one.
Yes, fine, I misread the 8 as an 6.
An (essentially) 1-mana 6/6 on turn 4 is still ridiculous.
"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
interesting and simple but in practice it is good
Can you have a Quest and a Side Quest at the same time? I'm guessing no, but can anyone confirm?
You can.