With the addition all so many cheap spells to Mage, the trend of nerfing 0 mana cost cards should continue with the rotation of Sorcerer's Apprentice.
This card gets way too much value now as a 2 mana 3/2 with all that it can enable.
In the upcoming restructure of the classic set, I would be shocked if they didn't make a change to Sorcerer's apprentice. I have to assume this is a card that always has to be looked at during expansion designs.
Not sure how many agree but if they are looking at making significant changes to the classic set, how many cards are more impact at this point in time than SA?
I agree that it is a problematic card, but it’s even more problematic in wild. Hall of Faming it is not the right way to solve it, but maybe a nerf or change is.
It’s only a problem in wild. It pops up every now and then in standard, and while it allows for some elaborate turns, those turns are flashier then they are broken.
Making spells like Magic Trick, Ray of Frost, and Font of Power zero mana is not devastating in any way. It can’t be compared to allowing minions to cost zero.
Spells ought be mages identity. Apprentice allows a mage to feel like a mage. And enables interesting strategies like Cyclone and Chenvalla. I don’t play wild but I understand enough of what’s happening there to sympathize. Just fix the quest in wild.
Sorcerer's Apprentice 2 mana 3/2 The next 3 spells you play cost (1) less.
This would work considering it limits the number of spells affected. If it works like other effects in the game (unless my understanding is flawed) it would only stack with the next 3 spells and only those 3 spells would be reduced to 0.
It’s only a problem in wild. It pops up every now and then in standard, and while it allows for some elaborate turns, those turns are flashier then they are broken.
Making spells like Magic Trick, Ray of Frost, and Font of Power zero mana is not devastating in any way. It can’t be compared to allowing minions to cost zero.
Spells ought be mages identity. Apprentice allows a mage to feel like a mage. And enables interesting strategies like Cyclone and Chenvalla. I don’t play wild but I understand enough of what’s happening there to sympathize. Just fix the quest in wild.
But the issue with Quest Mage is not really the quest. I think I've died more times to Sorcerer's Apprentice + Double Flamewaker than to 1-2 Giants + Quest
Some people have touched on wild, and specifically quest mage.
There are essentially two main camps: those who think the quest reward is fundamentally flawed, and those who think girl enabling massive mana cheat is the problem.
I am personally in the camp that the quest is NOT fundamentally flawed, and that the 'take an extra turn' mechanic is cool and should stay in the game.
For me, girl is very much the problem. Removing her and forcing people to pay full cost for their generated spells would remove the ability for QM to have the 'unfair' amounts of mana cheat that can make the deck so frustrating to play against.
As such, HoFing girl sounds like a terrible idea. Instead of fixing the problem, you relegate it to the format where it already hurts the most.
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With the addition all so many cheap spells to Mage, the trend of nerfing 0 mana cost cards should continue with the rotation of Sorcerer's Apprentice.
This card gets way too much value now as a 2 mana 3/2 with all that it can enable.
In the upcoming restructure of the classic set, I would be shocked if they didn't make a change to Sorcerer's apprentice. I have to assume this is a card that always has to be looked at during expansion designs.
Not sure how many agree but if they are looking at making significant changes to the classic set, how many cards are more impact at this point in time than SA?
I agree that it is a problematic card, but it’s even more problematic in wild. Hall of Faming it is not the right way to solve it, but maybe a nerf or change is.
Agree, 2 days ago I wrote the same thing, 0 mana permafreeze and evocation is not fun
Simple - do the same thing to Sorcerer's Apprentice they've been doing to all the other reductions cards.
Or just change the wording to mimic Summoning Portal
::Your spells cost (1) less but not less than (1)::
Cute, ineffective, but cute.
That'd honestly make it kinda bad with how the current card pool works.
Maybe instead something like...
Sorcerer's Apprentice
2 mana
3/2
The next 3 spells you play cost (1) less.
Or if that's too complex...
Sorcerer's Apprentice
2 mana
3/2
The next spell you play costs (2) less.
Or Sorcerer's Apprentice could not stack. I dunno how they'd write that, though.
It’s only a problem in wild. It pops up every now and then in standard, and while it allows for some elaborate turns, those turns are flashier then they are broken.
Making spells like Magic Trick, Ray of Frost, and Font of Power zero mana is not devastating in any way. It can’t be compared to allowing minions to cost zero.
Spells ought be mages identity. Apprentice allows a mage to feel like a mage. And enables interesting strategies like Cyclone and Chenvalla. I don’t play wild but I understand enough of what’s happening there to sympathize. Just fix the quest in wild.
This would work considering it limits the number of spells affected.
If it works like other effects in the game (unless my understanding is flawed) it would only stack with the next 3 spells and only those 3 spells would be reduced to 0.
Cute, ineffective, but cute.
But the issue with Quest Mage is not really the quest. I think I've died more times to Sorcerer's Apprentice + Double Flamewaker than to 1-2 Giants + Quest
No it's fine just nerf Mozaki so I can get 3200 dust from my golden one
Keymaster Alabaster come faster
Some people have touched on wild, and specifically quest mage.
There are essentially two main camps: those who think the quest reward is fundamentally flawed, and those who think girl enabling massive mana cheat is the problem.
I am personally in the camp that the quest is NOT fundamentally flawed, and that the 'take an extra turn' mechanic is cool and should stay in the game.
For me, girl is very much the problem. Removing her and forcing people to pay full cost for their generated spells would remove the ability for QM to have the 'unfair' amounts of mana cheat that can make the deck so frustrating to play against.
As such, HoFing girl sounds like a terrible idea. Instead of fixing the problem, you relegate it to the format where it already hurts the most.