The stats aren't good, but that might not be a huge problem. Consider that mage already has a lot of targets for cheap removal spells, so the most efficient ways to deal with it may have been baited out already. Meanwhile, getting three bad mage spells together seems pretty unlikely. I look forward to giving it a shot, even if it might not work out.
I actually think this card is quite strong, it's like having a mini side deck. I know it's random, and you have to get a bit lucky, but you do have 3 spells to choose from, odds are decent one of them will be strong in the current match-up. It'll be inconsistent for sure, but the game-winning potential is definitely there. Comparing this to Azure Drake, you're missing the spell power which kind of hurts, but I'd argue a 6/3 is better than a 4/4 in many cases, especially later in the game.
Yes mage loves spells but they probably have allready enough spells in the deck without this card but this + Duplicate could be quite funny. Well if you somehow survive the tempo loss it would be funny. I don't think that this card will be used much but it could really find it's way in some funny gimmick decks.
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Who can take your trash out? Stomp it down for you? Shake the plastic bag and do the twisty thingy, too?
I think that stats are actually good fo such a strong effect. 6 attack both represents a huge damage dealer threat and an ability to trade with almost all 5-7 mana minions. Your desired 3/6 is better if you are facing a board with couple of small minions, but 6/3 is better if you are facing a board with 1-2 strong midrange minions which now you can trade with and still left with a mage spell of your choice in hand.
Mmmm, the body usually sucks, but having the ability to choose between 3 random mage spells that can save your ass :P can be actually a very good thing... I will definitly try this card.
Love this card. Huge Boost to Mage in Arena. HUGE. Should work just fine in constructed also I think.
the body simply dies to a raptor-body(3/2) and frostbolt-like-spells, it that worth for 1 spell?
Yeah, I think it's totally fine as a body. If you don't have the board you are going to suffer a bad trade, but, the Discover might give you the board clear to get the board back next turn, something a Pit Fighter couldn't have done. If you are even on the board there is a decent chance this will trade evenly with something like a yeti. Or if it draws a removal like a frostbolt, I think that's also fine. Worst case for me is dying to a hellfire or lighting storm, that could happen now and then. But, I don't think it's really a death sentence in Arena to have 3 life. Good chance you'll trade with something in that mana range anyway.
And teh spell you get will be very good most of the time. And for me, spells, are the key to swinging games in your favor in Arena. That's why I think this card is so awesome. It may never see the light of day in constructed, but, I think it'll be a premier card for mage in Arena.
is any weapon charge that bad? Its 6 damage to the face for tempo mage. Also wouldn't you use removal on the other threatening things in tempo mage like mana wrymn, sorcerers apprentice .
The stats aren't ideal but, if you think about all the Mage spells and how many of them you wouldn't mind getting. Then, the stats seem reasonable. Plus, there's the fact that you get to actually choose which spell (out of 3) you get. I don't see how they could've given this card good stats and still have it be balanced. Would I like it to be a 5/6 or a 4/5 maybe? Sure, but how OP would it be then? It gives you one of all the good Mage spells AND gets to trade efficiently? It would just be too good then. 6/3 is fair and good enough for what it can do. It still trades with most 5 and 6 drops, while giving you more fuel.
I'm excited to see if this fits better or (or as well) in Tempo Mage (where you don't really care about the body) than Azure Drake . Maybe a 1 of each would be best.
Don't post much on here, but playing with this card the last few weeks and I must say it is absolutely insane.
I use it in an Echo Tempo deck and there have been several occasions where this guy has literally won me the game. Not like "I had stuff on board already and this really sealed the deal" but rather I would not have won AT ALL if I hadn't played this guy when I did. I find that generally you can usually find some use for at least one of the options given to you and other times you'll find the EXACT card you need to to either survive or to close the game.
Against Face hunter I was down to around 7 or so health with a houndmaster still on the board. Ethereal Conjurer - (Mirror Image) - Hunter Concede
Against Oil Rouge I had Boom on board with 16 health, Oil smash inbound. Ethereal Conjurer - (Ice Block). Down comes oil - Smash - Smash - Ice Block proc - Rouge Concedes
Against Fatigue Warrior I managed to get my Echo down to 0 cost with a duped Emperor, as well as a 0 cost shredder, and a 1 cost Water Ele. Only 3 cards left for me and 2 left for him. top decked my last Conjurer. Shredder - Water Ele - Ethereal Conjurer - (Pyroblast) - Echo - Echoed Shredder. He slams his 6 dmg Gorehowl into the Water Ele and uses his last shield slam on the Conjurer. At 14 health and 4 armour, I punch into him the with two Shredders and surprise Pyroblast for exact lethal.
Playing this guy multiple times can give you a HUGE advantage not just in the value of the card you might get, but in totally screwing up your opponents plays in ways that you wouldn't anticipate. You can get people to play around Secrets they've already seen from your deck only to have the secret they were playing around be something entirely different and totally throw their turn. Use an unexpected frost nova to set up a HUGE value echo. Get that last bit of dmg with fireball or a clutch heal with ice barrier.
I am totally smitten with the reactions and options this card gives you.
Tried using him mage decks, turns out spells like Flame Lancewhich are previously unplayable due to the plethora of removal Mage has finally seen some play. Now adding cards to the library actually changes how good the class is due to the discover mechanic. What do you guys think about the stat distribution though.
I feel like the stats aren't too bad. Sure the body of it can die to pretty much anything but a 6 attack minion needs to be dealt with since they hit so hard. Certainly don't expect him to stick around without some attempt to protect him, but unless they have a pretty solid answer to it with an empty board it might otherwise force your opponent to make awkward trades just to dodge the punch this guy packs.
Stats don't even matter, getting your choice of any selection of 3 mage spells is usually going to result in getting a very useful spell. Provides situational answers when you need them, provides a big enough threat that it will demand instant removal, and if you combo it with Brann, it provides a huge t9 swing. Every time I see a mage play this card I shudder. Anytime they manage to get it twice I might as well concede.
You're paying 5 mana. You discover a decent card, which is an effect that's worth about 1 mana.
So you're paying 4 mana for the chance of hitting a target with a 6 damage fireball, and the chance that your opponent will remove it with a 2 mana card.
Strictly not worth it.
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The stats aren't good, but that might not be a huge problem. Consider that mage already has a lot of targets for cheap removal spells, so the most efficient ways to deal with it may have been baited out already. Meanwhile, getting three bad mage spells together seems pretty unlikely. I look forward to giving it a shot, even if it might not work out.
I actually think this card is quite strong, it's like having a mini side deck. I know it's random, and you have to get a bit lucky, but you do have 3 spells to choose from, odds are decent one of them will be strong in the current match-up. It'll be inconsistent for sure, but the game-winning potential is definitely there. Comparing this to Azure Drake, you're missing the spell power which kind of hurts, but I'd argue a 6/3 is better than a 4/4 in many cases, especially later in the game.
Stats don't matter for casino mage. This is a guaranteed spell. Mages like spells.
Flamewaker, Antonidas.
Win.
Yes mage loves spells but they probably have allready enough spells in the deck without this card but this + Duplicate could be quite funny. Well if you somehow survive the tempo loss it would be funny. I don't think that this card will be used much but it could really find it's way in some funny gimmick decks.
Who can take your trash out?
Stomp it down for you?
Shake the plastic bag
and do the twisty thingy, too?
im really looking forward to trying this card out. im loving this new discover mechanic
I think that stats are actually good fo such a strong effect. 6 attack both represents a huge damage dealer threat and an ability to trade with almost all 5-7 mana minions. Your desired 3/6 is better if you are facing a board with couple of small minions, but 6/3 is better if you are facing a board with 1-2 strong midrange minions which now you can trade with and still left with a mage spell of your choice in hand.
I didn't Like the stat distribution, and I really cant see this card be played instead of Nexus champion.
Mmmm, the body usually sucks, but having the ability to choose between 3 random mage spells that can save your ass :P can be actually a very good thing... I will definitly try this card.
This will never be played in constructed. So many good ideas, so many useless cards, shame ...
And teh spell you get will be very good most of the time. And for me, spells, are the key to swinging games in your favor in Arena. That's why I think this card is so awesome. It may never see the light of day in constructed, but, I think it'll be a premier card for mage in Arena.
Galavant Animation
is any weapon charge that bad? Its 6 damage to the face for tempo mage. Also wouldn't you use removal on the other threatening things in tempo mage like mana wrymn, sorcerers apprentice .
The stats aren't ideal but, if you think about all the Mage spells and how many of them you wouldn't mind getting. Then, the stats seem reasonable. Plus, there's the fact that you get to actually choose which spell (out of 3) you get. I don't see how they could've given this card good stats and still have it be balanced. Would I like it to be a 5/6 or a 4/5 maybe? Sure, but how OP would it be then? It gives you one of all the good Mage spells AND gets to trade efficiently? It would just be too good then. 6/3 is fair and good enough for what it can do. It still trades with most 5 and 6 drops, while giving you more fuel.
I'm excited to see if this fits better or (or as well) in Tempo Mage (where you don't really care about the body) than Azure Drake . Maybe a 1 of each would be best.
"Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety." - Benjamin Franklin
Don't post much on here, but playing with this card the last few weeks and I must say it is absolutely insane.
I use it in an Echo Tempo deck and there have been several occasions where this guy has literally won me the game. Not like "I had stuff on board already and this really sealed the deal" but rather I would not have won AT ALL if I hadn't played this guy when I did. I find that generally you can usually find some use for at least one of the options given to you and other times you'll find the EXACT card you need to to either survive or to close the game.
Against Face hunter I was down to around 7 or so health with a houndmaster still on the board. Ethereal Conjurer - (Mirror Image) - Hunter Concede
Against Oil Rouge I had Boom on board with 16 health, Oil smash inbound. Ethereal Conjurer - (Ice Block). Down comes oil - Smash - Smash - Ice Block proc - Rouge Concedes
Against Fatigue Warrior I managed to get my Echo down to 0 cost with a duped Emperor, as well as a 0 cost shredder, and a 1 cost Water Ele. Only 3 cards left for me and 2 left for him. top decked my last Conjurer. Shredder - Water Ele - Ethereal Conjurer - (Pyroblast) - Echo - Echoed Shredder. He slams his 6 dmg Gorehowl into the Water Ele and uses his last shield slam on the Conjurer. At 14 health and 4 armour, I punch into him the with two Shredders and surprise Pyroblast for exact lethal.
Playing this guy multiple times can give you a HUGE advantage not just in the value of the card you might get, but in totally screwing up your opponents plays in ways that you wouldn't anticipate. You can get people to play around Secrets they've already seen from your deck only to have the secret they were playing around be something entirely different and totally throw their turn. Use an unexpected frost nova to set up a HUGE value echo. Get that last bit of dmg with fireball or a clutch heal with ice barrier.
I am totally smitten with the reactions and options this card gives you.
Tried using him mage decks, turns out spells like Flame Lancewhich are previously unplayable due to the plethora of removal Mage has finally seen some play. Now adding cards to the library actually changes how good the class is due to the discover mechanic. What do you guys think about the stat distribution though.
can you upload it in another server, tinypic is banned in my country :(
I feel like the stats aren't too bad. Sure the body of it can die to pretty much anything but a 6 attack minion needs to be dealt with since they hit so hard. Certainly don't expect him to stick around without some attempt to protect him, but unless they have a pretty solid answer to it with an empty board it might otherwise force your opponent to make awkward trades just to dodge the punch this guy packs.
Stats don't even matter, getting your choice of any selection of 3 mage spells is usually going to result in getting a very useful spell. Provides situational answers when you need them, provides a big enough threat that it will demand instant removal, and if you combo it with Brann, it provides a huge t9 swing. Every time I see a mage play this card I shudder. Anytime they manage to get it twice I might as well concede.
Trying Real Hard To Keep Hunter Relevant
You're paying 5 mana. You discover a decent card, which is an effect that's worth about 1 mana.
So you're paying 4 mana for the chance of hitting a target with a 6 damage fireball, and the chance that your opponent will remove it with a 2 mana card.
Strictly not worth it.