Like what the actual fuck. I know this card is encouraging people to play the no minion mage they're trying to push but why wouldn't I just run this card on every single mage deck? Even if you only run 3 spells on your deck this card is already reimbursing you 1 mana and we all know mages run a healthy amount of spells on every deck. Also the card is 2 mana, if you tell me 'ok, you wanna ping or you wanna discount a bunch cards in your deck' the anwer is pretty obvious.
This type of card has terrible game design, a card that is supposed to encourage an specific style of deck and makes it a lot better but that also on its own is insane for other decks. Blizz really dropped the ball with this card.
It is kind of a "2 mana do nothing" though, by itself. And it's one of the thirty cards you get, so it makes you run out of cards faster and uses up a draw. I dunno maybe you're right and it's super strong.
I think people overlook that this costs you a card. Compare to Frizz Kindleroost. A good card, yes, but also severely overrated when it was first revealed. And that card came with a minion attached.
I don't know, dude, this is very different, just because Mage spells >>> Dragons. I know dragons are usually very powerful, but I'm pretty sure mage spells are in another league, especially in Wild (I know this thread has the Standard tag, but I guess my point still stands... :P).
Yeah I hate it when they release cards that both encourage a specific archetype but also are potentially good in a wide variety of decks and allow more expensive mage spells to be played without relying on Sorcerer's apprentice...
It is kinda scary if there is an even slightly viable freeze mage which can discount cantrips, then get a TON of Fireballs with Archmage Antonidas. This isn't really great in standard, but wild has Ice Block, Frostbolt + Ice Lance and Primordial Glyph (you can actually play Antonidas + Frost Bolt + 2x Ice Lance + Primordial Glyph + any 3-mana spell you discover for 10 mana, dealing at least 11 to their face while adding 5 Fireball to your hand. From behind an Ice Block, this is a really threatening finisher for 23+ damage over 2 turns.