Problem for me is the 7mana spellcaster and the amazingly useless objective that both don't synergize at all with him nor with the parrot. That's what obliterates any chance for the deck to be remotely viable.
I think courier is a card you leave out, you want the discounts from balinda and the ink set. Not to be playing a 0 mana 4/5 or whatever.
Yeah Iceblood Tower sadly is very unreliable i might try and cut it aswell maybe for Tortolan Pilgrim or even C’thun the Shattered although if i include him Iceblood Tower might be fun again cause he can cast the pieces out of the deck … ;)
Iceblood Tower is just plain bad, especially in standard.
The lack of any decent 10-Cost spell utterly wrecks the Big Spell deck in multiple ways. The random targeting means it can waste any damage spell in your deck by casting it at your own minions or face. And because you really don't want to run Tower (because it sucks) and there is not other 10-Cost spell to include, that's one fewer card you draw with Arcane Brilliance. And then there's the total disaster when Rune of the Archmage casts it.
In one game, my Rune went Tower > Flurry > Tower. The End. I was not happy.
At the very least, Tower should specify that it casts the spells "at enemies," the same as Rune does. Then it might be worth running.
Iceblood Tower is 'ok' if you can (a) cheat it out with Clumsy Courier and (b) only run expensive spells in your deck that only target enemies (for exmaple Mask of C'Thun, Deep Freeze and Rune of the Archmage - nothing else). But even then it just doesn't feel broken enough for the cost and also, Rune of the Archmage simply sucks most of the time...this archetype is as good as dead already
Clearly you don't understand how to use the card properly.
The opponent is usually dead or one turn away by turn 8 quest mage unless they really flunk their draws. An 8 mana card in quest mage would be insane.
Lmao what? I haven't had a match against quest mage where I was anywhere near dead by T8 since before the nerf. There's a reason Mage is literally the worst class in the game rn. Quest Mage has become super slow. According to HSReplay the AVERAGE number of turns a quest mage game goes is 9. That means half of Quest Mage games go longer than 9 turns.
Hell, I pulled Magister Dawngrasp, I'll go build a quest mage deck with him and see what my winrate is over 10 games or so
Rune of the archmage definitely doesn't suck. It's better when you're behind, but it definitely doesn't suck and can easily single-handedly win a game.
SOMETIMES when you're ahead it's awful and sometimes yeah, you just get super bad luck and get an awful result. But MOST of the time, it clears the board, draws you cards and punches your opponent in the face.
Same with Iceblood really. 30 mana in value is great, but most big spells are only good when you're behind. Unless it's Mask of C'thun or Deep Freeze, then they're better when you're ahead. And that dichotomy can be frustrating.
But big spell mage is either....
A) A tempo deck. Which... I think the tempo deck version is pretty good, and that doesn't run iceblood, and only debatably runs Rune. So it's a lot more reliable.
B) A hardcore control deck that high rolls. Which is AWFUL against the popular combo decks right now. It's okay against Paladin and Warrior. But other mages and warlocks? Yikes.
I would like to see more big spell options in the miniset and next year, though, obviously. And in general the deck will get better after rotation.
Edit: But I think it fits more of a control style deck in the first place. The hero power it comes with is good on it's own (and doesn't need the Wildfire bonus damage) so you could just play cards like Fire Sale, Mass Polymorph, and Ice Barrier to constantly control the board and use Mordresh Fire Eye as a finisher. If you push really late game and find yourself with a spare Reckless Apprentice, you can get basically another board clear from it and upgrade your hero power again.
I think that card itself is very powerful, capable to win games on it's own. It's the only hero card with progressive hero power that gets better as the game goes on. Getting it up to deal 5 dmg is fairly easy. In one game against paladin I pushed it up to 9 damage. It would probably go even higher but sadly my opponent had enough of it and conceded.
Problem with the card is that current meta doesn't allow it to show it's true potential and that's the main reason why it is perceived as bad. Only few matchups allow you to live long enough to play it and make a difference with it.
Clearly you don't understand how to use the card properly.
The opponent is usually dead or one turn away by turn 8 quest mage unless they really flunk their draws. An 8 mana card in quest mage would be insane.
Wanted to update you, I'm not at 10 yet because I've been playing FF14, but out of my 7 games so far I've gone from Gold 8 to Gold 3, am 5-2, and Magister won me three of those games.
we need some more defensive tools for a mage - 3 mana deal 1 dmg to enemy minions gain 1 armor for each dmg dealt - frost/fire
the saddest thing about this is the achievement of dealing 8 dmg with your hero power - it's impossible to do without wildfire - 1-3-5-7-9 ...
one thing to note is that wildfire used to be kept through hero power swaps and they removed it. but when it comes to broken flamewaker/ignite/mozaki they don't do anything. they also haven't unnerfed pilgrim as a slower strategy. but it's ok to have heavy polarizing caverns rogue in the game.
one thing to note is that wildfire used to be kept through hero power swaps and they removed it. but when it comes to broken flamewaker/ignite/mozaki they don't do anything. they also haven't unnerfed pilgrim as a slower strategy. but it's ok to have heavy polarizing caverns rogue in the game.
No it didn't. Wildfire has always swapped with your hero (Jaina in wild for example).
I don't necessarily think it *should*, but it always has.
Rune of the Archmage is terrible. Very often it does very little or absolutely nothing. It's a meme card, fun in 1/5 games it does something good, but nothing more and will never see competetive play, period. It's worse than first Yogg after nerf. Iceblood Tower has much better potential, as you have more control over its result. Rune might become a better spell with very different spell pool for Mage, but for now it is hopeless case.
Magister Dawngrasp is weak now, no doubt about it. But how strong it is, depends again on spells that will be added in future. It can get some interesting interactions with Deck of Lunacy, but this is not too realiable, although if Mage gets other cards that let them access spells from other schools, it might get more interesting. Also existing Mage schools might get spells that target only opponent and in such case Magister may become great finisher (with Mask of C'thun). Also if meta was less about OTK, Magister would be quite good in control Mage shell, but this will probably never happen in its standard tenure.
I think courier is a card you leave out, you want the discounts from balinda and the ink set. Not to be playing a 0 mana 4/5 or whatever.
The opponent is usually dead or one turn away by turn 8 quest mage unless they really flunk their draws. An 8 mana card in quest mage would be insane.
Iceblood Tower is just plain bad, especially in standard.
The lack of any decent 10-Cost spell utterly wrecks the Big Spell deck in multiple ways. The random targeting means it can waste any damage spell in your deck by casting it at your own minions or face. And because you really don't want to run Tower (because it sucks) and there is not other 10-Cost spell to include, that's one fewer card you draw with Arcane Brilliance. And then there's the total disaster when Rune of the Archmage casts it.
In one game, my Rune went Tower > Flurry > Tower. The End. I was not happy.
At the very least, Tower should specify that it casts the spells "at enemies," the same as Rune does. Then it might be worth running.
"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
Iceblood Tower is 'ok' if you can (a) cheat it out with Clumsy Courier and (b) only run expensive spells in your deck that only target enemies (for exmaple Mask of C'Thun, Deep Freeze and Rune of the Archmage - nothing else). But even then it just doesn't feel broken enough for the cost and also, Rune of the Archmage simply sucks most of the time...this archetype is as good as dead already
They need to change courier and tower to count as "being cast by you" for the sake of grey sage parrot and magister dawngrasp synergy.
Or drop some wicked cool new big spells in the mini set.
It's a bit awkward at the moment.
Lmao what? I haven't had a match against quest mage where I was anywhere near dead by T8 since before the nerf. There's a reason Mage is literally the worst class in the game rn. Quest Mage has become super slow. According to HSReplay the AVERAGE number of turns a quest mage game goes is 9. That means half of Quest Mage games go longer than 9 turns.
Hell, I pulled Magister Dawngrasp, I'll go build a quest mage deck with him and see what my winrate is over 10 games or so
Rune of the archmage definitely doesn't suck. It's better when you're behind, but it definitely doesn't suck and can easily single-handedly win a game.
SOMETIMES when you're ahead it's awful and sometimes yeah, you just get super bad luck and get an awful result. But MOST of the time, it clears the board, draws you cards and punches your opponent in the face.
Same with Iceblood really. 30 mana in value is great, but most big spells are only good when you're behind. Unless it's Mask of C'thun or Deep Freeze, then they're better when you're ahead. And that dichotomy can be frustrating.
But big spell mage is either....
A) A tempo deck. Which... I think the tempo deck version is pretty good, and that doesn't run iceblood, and only debatably runs Rune. So it's a lot more reliable.
B) A hardcore control deck that high rolls. Which is AWFUL against the popular combo decks right now. It's okay against Paladin and Warrior. But other mages and warlocks? Yikes.
I would like to see more big spell options in the miniset and next year, though, obviously. And in general the deck will get better after rotation.
Stop whinning. At least it still better than Warrior hero card
if Rune of the Archmage was an Arcane spell it might be good.
Edit: But I think it fits more of a control style deck in the first place. The hero power it comes with is good on it's own (and doesn't need the Wildfire bonus damage) so you could just play cards like Fire Sale, Mass Polymorph, and Ice Barrier to constantly control the board and use Mordresh Fire Eye as a finisher. If you push really late game and find yourself with a spare Reckless Apprentice, you can get basically another board clear from it and upgrade your hero power again.
Been playing since Old Gods. Good times.
With a name like "Agro69" I don't think anyone was shocked you displayed the maturity of a 13 year old.
They can't make every Hero card super OP instantly.
They will be here for the next 2 years.
Dawngrasp can be useful when the Mini Set arrives. Or next expansion.
Until then you can play BigSpellMage without it. Or Mozaki OTK. There are other options.
There is no way you play Big Spell Mage without it. It's the best card in the deck, no matter what version.
I think that card itself is very powerful, capable to win games on it's own. It's the only hero card with progressive hero power that gets better as the game goes on. Getting it up to deal 5 dmg is fairly easy. In one game against paladin I pushed it up to 9 damage. It would probably go even higher but sadly my opponent had enough of it and conceded.
Problem with the card is that current meta doesn't allow it to show it's true potential and that's the main reason why it is perceived as bad. Only few matchups allow you to live long enough to play it and make a difference with it.
In death, I exact my revenge!
Wanted to update you, I'm not at 10 yet because I've been playing FF14, but out of my 7 games so far I've gone from Gold 8 to Gold 3, am 5-2, and Magister won me three of those games.
https://www.hearthpwn.com/decks/1400744-magister-quest
we need some more defensive tools for a mage - 3 mana deal 1 dmg to enemy minions gain 1 armor for each dmg dealt - frost/fire
the saddest thing about this is the achievement of dealing 8 dmg with your hero power - it's impossible to do without wildfire - 1-3-5-7-9 ...
one thing to note is that wildfire used to be kept through hero power swaps and they removed it. but when it comes to broken flamewaker/ignite/mozaki they don't do anything. they also haven't unnerfed pilgrim as a slower strategy. but it's ok to have heavy polarizing caverns rogue in the game.
It's an achievement for the hero card. I've done it (granted in a control match up vs. priest).
No it didn't. Wildfire has always swapped with your hero (Jaina in wild for example).
I don't necessarily think it *should*, but it always has.
Rune of the Archmage is terrible. Very often it does very little or absolutely nothing. It's a meme card, fun in 1/5 games it does something good, but nothing more and will never see competetive play, period. It's worse than first Yogg after nerf. Iceblood Tower has much better potential, as you have more control over its result. Rune might become a better spell with very different spell pool for Mage, but for now it is hopeless case.
Magister Dawngrasp is weak now, no doubt about it. But how strong it is, depends again on spells that will be added in future. It can get some interesting interactions with Deck of Lunacy, but this is not too realiable, although if Mage gets other cards that let them access spells from other schools, it might get more interesting. Also existing Mage schools might get spells that target only opponent and in such case Magister may become great finisher (with Mask of C'thun). Also if meta was less about OTK, Magister would be quite good in control Mage shell, but this will probably never happen in its standard tenure.
This was the first achievement I got this expansion, and I didn't even know it existed until it happened.
So no, I wouldn't consider it impossible.
"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
Help step bro, I'm stuck. Anyone else disconnecting when playing Magister?