Original passage by @电台倒着写 (His ID in the Chinese BBS), translated with permission.
Foreword: Mage is a long-lasting T1 class in the Hearthstone Arena, with a high popularity and high strength. The powerfulness of Mage is mainly decided on its powerful spells( Especially AOE spells like Flamestrike) and good minion-destroying capability( Stronger than all other classes except Rogue)[sic.]. This passage Aims to discuss the effectiveness and the places of all mage class cards, and also giving them my rate. The order of the cards will be as the mana-cost order. Common and basic cards have a discussing priority.
[Updating may be HORRIBLY slow as the Internet Restriction Policy affects me in Mainland China.]
A card without a very good value, usually only gets the effect of a Spare Part[In Particular,Emergency Coolant.] It needs a Freezing spell(e.g. Frostbolt) or minion(e.g. Snowchugger) to play with and therefore has a very strict condition to play. In ranked games, it's often but only used by Ice Mages, and is not recommended in the Arena. Rate:3.5/10)
The card itself is slightly undercosted, but still it's quite of low value. When we use it, too often we're expecting it to "Finish minions off" rather than to "Kill a 3-health minion", but Mage is NOT a class with poor finish-off ability. Also, it has a merely 50% chance to destroy the only 2-health minion on the enemy side,[sic.] which makes it seems unstable. A card barely usable, I suppose. (6)
Many players( Including some Arena experts) consider this to be very powerful, however I disagree. In my opinion, Mana Wyrm is a good card in the Ranked but not the Arena. There are two reasons for this: 1) There are not many spells in the Arena, making the growth of this minion a little hard to trigger, 2) A +1 attack is not very strong and the growth speed is not fast.
Some suggest that we can play Mana Wyrm at Turn 1 and a Frostbolt at Turn 2 and this is an ideal play BUT using a Frostbolt to Kill a 2-cost minion itself is not worth it. Moreover, in most occasions, our Mana Wyrm would be killed by a 3/2 and it can't actually kill a 2/3 (For an extreme example, Amani Berserker) so I'd give it a 6.5.
Nearly no 1-cost spells have a good value in the Arena, and neither does this. [However, there are expectations like Deadly Poison.] two 0/2 taunts may give you a little advantage sometimes, but if you can't protect high-value minions, these taunts are just useless. (4.5)
Similar to Ice Lance, the condition to play this card is also very strict. However, the problem of this card is not that it has low value, but IT STUCK IN YOUR HAND TOO OFTEN. If you're having a lot freezing cards, on the other hand, you can consider taking one. (4)
A very strong 2-cost minion which is super effective against weapon-equipping classes, and can also manipulate enemy plans if their minions are frozen. What's more it's a mech, so I'd give it an 8.
A not-very-effective card, and seems even more stupid as we've got Twilight Flamecaller. Take it only when you REALLY LACK AOE SPELLS. It's OK if you've got Spell Damage minions( e.g. Kobold Geomancer) anyway. (6)
A card for seizing advantage. There are two conditions for this card to perform well: 1)When you're trying to slap the enemy in his/her face and thus want to ignore his/her minions. 2)When you are holding a strong AOE spell( e.g. Flamestrike) and you want to hold for a turn and wait for the opponent to put more minions on the field.
Moreover, this care can in some way manipulate enemy plans and stay proactive on minion-swapping.[sic.]
However, on most occasions it's just stuck in your hand so I'd give it 4.5.
No offense, but whats the point of this? Heartharena or arenavalue etc. will tell u this as well and its in way better and friendlier format than this. I guess ur trying to help some ppl, but i dont think anyone who would actually benefit from these information would go through it presented like this ...
... edit your 1st post: write the name of the card and your explanation in a spoler under it for example, give it some structure, not this crazy spam, noone will read that now let alone after u get to the 2nd page etc. ;-)
PS: mage is still the most played arena class like from the beginning of the hearthstone, so if u wanted to make a drafting guide, u should pick some other class, cause like most ppl know this stuff anyway :P
This is the original Chinese Passage.
Original passage by @电台倒着写 (His ID in the Chinese BBS), translated with permission.
Foreword: Mage is a long-lasting T1 class in the Hearthstone Arena, with a high popularity and high strength. The powerfulness of Mage is mainly decided on its powerful spells( Especially AOE spells like Flamestrike) and good minion-destroying capability( Stronger than all other classes except Rogue)[sic.]. This passage Aims to discuss the effectiveness and the places of all mage class cards, and also giving them my rate. The order of the cards will be as the mana-cost order. Common and basic cards have a discussing priority.
[Updating may be HORRIBLY slow as the Internet Restriction Policy affects me in Mainland China.]
Ice Lance:
A card without a very good value, usually only gets the effect of a Spare Part [In Particular,Emergency Coolant.] It needs a Freezing spell(e.g. Frostbolt) or minion(e.g. Snowchugger) to play with and therefore has a very strict condition to play. In ranked games, it's often but only used by Ice Mages, and is not recommended in the Arena. Rate:3.5/10)
Arcane Missiles
The card itself is slightly undercosted, but still it's quite of low value. When we use it, too often we're expecting it to "Finish minions off" rather than to "Kill a 3-health minion", but Mage is NOT a class with poor finish-off ability. Also, it has a merely 50% chance to destroy the only 2-health minion on the enemy side,[sic.] which makes it seems unstable. A card barely usable, I suppose. (6)
Mana Wyrm:
Many players( Including some Arena experts) consider this to be very powerful, however I disagree. In my opinion, Mana Wyrm is a good card in the Ranked but not the Arena. There are two reasons for this:
1) There are not many spells in the Arena, making the growth of this minion a little hard to trigger,
2) A +1 attack is not very strong and the growth speed is not fast.
Some suggest that we can play Mana Wyrm at Turn 1 and a Frostbolt at Turn 2 and this is an ideal play BUT using a Frostbolt to Kill a 2-cost minion itself is not worth it. Moreover, in most occasions, our Mana Wyrm would be killed by a 3/2 and it can't actually kill a 2/3 (For an extreme example, Amani Berserker) so I'd give it a 6.5.
Mirror Image:
Nearly no 1-cost spells have a good value in the Arena, and neither does this. [However, there are expectations like Deadly Poison.] two 0/2 taunts may give you a little advantage sometimes, but if you can't protect high-value minions, these taunts are just useless. (4.5)
Shatter:
Similar to Ice Lance, the condition to play this card is also very strict. However, the problem of this card is not that it has low value, but IT STUCK IN YOUR HAND TOO OFTEN. If you're having a lot freezing cards, on the other hand, you can consider taking one. (4)
Sorcerer's Apprentice:
An excellent card even though there aren't many spells in the Arena. A worthy size and a strong ability. (8)
Flamecannon:
A good card which is even capable to kill 4-cost minions. With a Fireblast it can almost get rid of any 4-cost minion! (8)
Frostbolt:
One of the best 2-cost spells in Hearthstones, which has a super-high priority to get. (9.5)
Snowchugger:
A very strong 2-cost minion which is super effective against weapon-equipping classes, and can also manipulate enemy plans if their minions are frozen. What's more it's a mech, so I'd give it an 8.
Arcane Explosion:
A not-very-effective card, and seems even more stupid as we've got Twilight Flamecaller. Take it only when you REALLY LACK AOE SPELLS. It's OK if you've got Spell Damage minions( e.g. Kobold Geomancer) anyway. (6)
Frost Nova:
A card for seizing advantage. There are two conditions for this card to perform well:
1)When you're trying to slap the enemy in his/her face and thus want to ignore his/her minions.
2)When you are holding a strong AOE spell( e.g. Flamestrike) and you want to hold for a turn and wait for the opponent to put more minions on the field.
Moreover, this care can in some way manipulate enemy plans and stay proactive on minion-swapping.[sic.]
However, on most occasions it's just stuck in your hand so I'd give it 4.5.
can't you just edit the OP post instead of posting 1000 posts?
No offense, but whats the point of this? Heartharena or arenavalue etc. will tell u this as well and its in way better and friendlier format than this. I guess ur trying to help some ppl, but i dont think anyone who would actually benefit from these information would go through it presented like this ...
... edit your 1st post: write the name of the card and your explanation in a spoler under it for example, give it some structure, not this crazy spam, noone will read that now let alone after u get to the 2nd page etc. ;-)
PS: mage is still the most played arena class like from the beginning of the hearthstone, so if u wanted to make a drafting guide, u should pick some other class, cause like most ppl know this stuff anyway :P
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