• 0

    posted a message on New Mage Card - Twilight Flamecaller

    This card is getting a lot of crap for not being like the end all of 3 drops.  As many pointed out, it's a nice middle finger to tokens and divine shields and murlocs and that alone warrants a spot in my tempo deck.  I've got 8 spots to fill for Standard so unless I see some better stuff, this will probably have 1 slot.

    Posted in: Card Discussion
  • 0

    posted a message on New Mage Card - Demented Frostcaller
    Quote from Falbrogna >>
    Quote from Aegis24 >>
    Quote from Falbrogna >>
    Quote from nashdiesel>>
    Quote from Falbrogna>>

    Sometimes I really question Blizzard's developing process. Why would anyone play this when Flamewalker cost 1mana less and has a much stronger effect?
    Now the story might be different if the Freeze effect on an already frozen character would proc 4 damage (kinda like Ice lance), but it doesn't.
    Garbage.

     You understand that dealing 2 random damage and freezing something are two different effects and one is not necessarily stronger than the other.  It just depends on the board state.
    There is currently no deck in which this card is good, not even freeze mage. Dealing damage is inherently stronger than freezing something, it's the reason why people brings flamecannon and frostbolt instead of frost nova.
     2 random damage won't allow you to ignore a large monster drop.  considering this card can freeze anything without having to touch it that's kinda nifty.  I'm not saying it's meta defining, but it could have its uses, and we don't know what else is coming out.  To make a blanket statement like that in this game is rather absurd.
    By the time large monster drops come down this kind of tempo plays is already past expiration date. Flamewalker is strong because you can make powerful tempo plays on turn 4-5 and go face, sealing the game by 7. Freezing a big minion on turn9 counts little when you're ready to double fireball and win with flamewalker.
    Things don't always go as planned, and I've never had a flamewaker live long enough to get off 2 fireballs in one turn with it on the board.  I've gone entire games without even getting to drop a flamewaker.  Considering a lot of good tempo/casino mage cards are leaving with standard I think this could very easily see play.  My tempo deck is losing 8 cards and I could throw one of these in there if my early game didn't go quite as planned and maybe get a shot at a win still by locking the opponent out of my face.  I'm not saying it'll define a deck, but it's got potential.
    Posted in: Card Discussion
  • 0

    posted a message on New Mage Card - Demented Frostcaller
    Quote from Falbrogna >>
    Quote from nashdiesel>>
    Quote from Falbrogna>>

    Sometimes I really question Blizzard's developing process. Why would anyone play this when Flamewalker cost 1mana less and has a much stronger effect?
    Now the story might be different if the Freeze effect on an already frozen character would proc 4 damage (kinda like Ice lance), but it doesn't.
    Garbage.

     You understand that dealing 2 random damage and freezing something are two different effects and one is not necessarily stronger than the other.  It just depends on the board state.
    There is currently no deck in which this card is good, not even freeze mage. Dealing damage is inherently stronger than freezing something, it's the reason why people brings flamecannon and frostbolt instead of frost nova.
     2 random damage won't allow you to ignore a large monster drop.  considering this card can freeze anything without having to touch it that's kinda nifty.  I'm not saying it's meta defining, but it could have its uses, and we don't know what else is coming out.  To make a blanket statement like that in this game is rather absurd.
    Posted in: Card Discussion
  • 0

    posted a message on New Mage Card - Demented Frostcaller

    It would be great if it was a 3 mana.  With all of the cheap mage spells it could allow you to go more for face rather than wasting spells on minions.  Could allow for some nice ice lance play too. I could see myself putting it in my tempo deck to try out.  I'm gonna have space with all the cards I'm losing anyway to standard anyway

    Posted in: Card Discussion
  • 0

    posted a message on C'Thun

    I'm going to make a C'Thun deck and spend a good amount of time trying to get off a Bronzebeard-> C'Thun play, if only to imagine my opponent realizing they need a new pair of pants

    Posted in: C'Thun
  • 0

    posted a message on New Paladin Card - Vilefin Inquisitor

    So can we stop giving all of the good murloc cards to paladin?  Seriously Shaman got shafted with it's specific cards while paladin gets 2 murloc summoning machines.

    Posted in: Card Discussion
  • 0

    posted a message on New Mage Card - Servant of Yogg-Saron

    If you could choose the target  after the spell was decided it would be okay...but it's all 100% random so it's garbage.  I would probably put one in my tempo deck once in a while for laughs just to see what happens but I don't see how it could be a useful card to have.

    Posted in: Card Discussion
  • 0

    posted a message on New Mage Card - Faceless Summoner

    I'm throwing this in my Tempo deck.  Might as well since I'm losing Toshley, clockwork knome, and mad scientist

    Posted in: Card Discussion
  • 1

    posted a message on New Card - Eater of Secrets

    Oh god the death of secret paladin just made my day

    Posted in: Card Discussion
  • 0

    posted a message on New Legendary Card - Yogg-Saron, Hope's End

    I am really curious how this would work in a tempo mage deck.  Say you cast 10 spells, drop some flame wakers or mana wyrms.  Do the spells cast by this monster trigger your mana wyrm and flame waker?  If so that's potentially brutal...of course I guess this could wreck your own face and your own monsters too from the looks of it.

    Posted in: Card Discussion
  • 0

    posted a message on [Legend] In Depth Guide to Tempo Maging

    So here's my setup:



    Arcane Blast X 1
    Arcane Missile X2
    Mirror Images X2
    Clockwork Gnome X1
    Mana Wyrm X2
    Flame Cannon X1
    Frostbolt X2
    Unstable Portal X2
    Bloodmage Thalnos
    Mad Scientist X2
    Sorcorer's Apprentice X2
    Arcane Intellect X1
    Counter Spell X1
    Mirror Entity X1
    Frost nova X1
    Flamewaker X2
    Fireball X2
    Piloted Mech X1
    Toshley
    Archmage Antonidas
    Rhonin (I know he's slow but I've won a few matches just because of that wonderful death rattle.  Combined with Thalnos it's beautiful.  On top of that he's gold)

    I took out the water elementals because they never really seemed to do anything for me.  I removed Azure Drake for Thalnos because both get removed fast and with Thalnos you can drop 3 spells with him and get your use before he gets wiped.  I keep losing some really close matches though.  I can craft Dr Boom right now, but I'm not sure who to replace.  And it really seems like flame strike could do me some good with all the dang palidins around.  As it sits right now my win rate is 40% or so.  Your thoughts?

    Posted in: [Legend] In Depth Guide to Tempo Maging
  • -3

    posted a message on Hunter's Mark

    Why is this card a 0 cost?  How did this not make it past quality control?

    "So what you're saying is we're going to give hunters a card that can make any monster utterly useless, and it's going to cost absolutely nothing?"
    "Yeah, what's wrong with that?"

    Every time I face a hunter I just think, "Which monster I play is going to get screwed over this time?"  I'm tired of high cost cards being killed by this and a wild boar or a 1/1 hound."

    Posted in: Hunter's Mark
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