I also cut the whole 'choose one' package and kept only Feral Rage to make it 100% tutored by Jerry Rig. There are only a few matches where you outright need to find your hero card, and none of them requires you to play it on curve, so I don't miss Coldtooth Mine at all. Wrath sometimes help us getting taunt and small minions off the way so we can swing face with our hero, but it's very passable.
Instead, I'm running
2x Spammy Arcanist, which helps with wide boards (Mech Mage/Pally; Murloc Shaman; Naga Mage/Priest; situational against Fel DH and Thief Rogue, at times);
1x Smothering Starfish, which is very helpful to open a path for us to go face (wether we're the beatdown or going for a full combo, it helps); and
2x Living Seed, it helps thinning and cycling the deck (with Viper), and have 4 targets - 2 quest enablers and 2 tech cards which can be devastating.
A class which relies mostly on neutral healing (or some conditional life gain within the class) now has the ability to either a) deal with a mid sized board; b) stabilize with life gain or even reach above 30 hp (which matters against some standard/wild combo decks); and c) enable some crazy combo or at least mana cheat some game ending spells.
The versatility is gold, but I dare to say the Healbot effect will be the most appreciated in Mage.
Dormant alongside the Dredge mechanic may be too slow for current meta. You're either facing a clock (against aggro) or you should be the one playing the beatdown role (against combo). There's no place for slow and sloppy midrange cards right now, me thinks.
In most cases the silence effect (or any effect which denies Deathrattle, like Psychic Scream's shuffle) would be way more appreciated.
Anyways, for the extra cost of one mana you have a way better Twisting Nether. If we ever get back to a meta were outvalue your opponent becomes a viable strategy, this board swype will be a staple.
Being a bit slow against aggro is a issue, for sure, but Priest has some midgame AoE and a lot of healing so this 9 cost spell may be actually played even against face decks.
Very strong against Beast Druid (I don't remember if it'll still be a thing after rotation, though).
It's less control oriented than Deathwing Mad Aspect, but going face will definitely be appreciated by control archetypes as a finisher.
Control Warrior has so many efficient spot removal and board swipers that this dude will probably see much more play than Deathwing (which also was pretty good nevertheless).
The new legendary is better to keep on mulligan or draw in early game, so you can have a good setup and maybe even play it on curve. It is a way worse topdeck, though.
0
MrTecoJones#1304
NA
Trade only, you go first.
0
MrTecoJones#1304
NA
Trade only, you go first.
0
And to think back in the day make Auctioneer or a big Cleef and give them stealth was a challenging stuff.
-3
Seein mage too heavy on the skeleton synergy seems like the expansion will be a one dimensional one just like Sunken City.
0
Queen Azshar seems greed as fuck.
I also cut the whole 'choose one' package and kept only Feral Rage to make it 100% tutored by Jerry Rig. There are only a few matches where you outright need to find your hero card, and none of them requires you to play it on curve, so I don't miss Coldtooth Mine at all. Wrath sometimes help us getting taunt and small minions off the way so we can swing face with our hero, but it's very passable.
Instead, I'm running
2x Spammy Arcanist, which helps with wide boards (Mech Mage/Pally; Murloc Shaman; Naga Mage/Priest; situational against Fel DH and Thief Rogue, at times);
1x Smothering Starfish, which is very helpful to open a path for us to go face (wether we're the beatdown or going for a full combo, it helps); and
2x Living Seed, it helps thinning and cycling the deck (with Viper), and have 4 targets - 2 quest enablers and 2 tech cards which can be devastating.
0
Three good cards. The legendary Naga will be discovered a lot in Naga Mage, but unfortunately doesn't make the cut to be among the 30 main deck.
It'd be nice if we had a more control~ish Mage archetype in standard where this lady could truly shine. Reno Mage? Don't know.
0
A Healbot for Mage is ALWAYS welcomed, bro.
A class which relies mostly on neutral healing (or some conditional life gain within the class) now has the ability to either a) deal with a mid sized board; b) stabilize with life gain or even reach above 30 hp (which matters against some standard/wild combo decks); and c) enable some crazy combo or at least mana cheat some game ending spells.
The versatility is gold, but I dare to say the Healbot effect will be the most appreciated in Mage.
0
This one is way less situational than Arcane Giant.
Most midrange, ramp and control will be able to cheat it for little or no mana on mid/late game, without needing to build around.
Arcane Giant is way better on narrow scenarios, like a T2~3 Arcane Giant playing Spell Mage.
Some decks could even benefit from running both (Ramp Druid comes to mind).
0
Dormant alongside the Dredge mechanic may be too slow for current meta. You're either facing a clock (against aggro) or you should be the one playing the beatdown role (against combo). There's no place for slow and sloppy midrange cards right now, me thinks.
1
Very well said, man.
People are being too harsh on this new Naga mechanic. For the AoE it'll be lackluster, but for many other effects it'll be fine.
0
In most cases the silence effect (or any effect which denies Deathrattle, like Psychic Scream's shuffle) would be way more appreciated.
Anyways, for the extra cost of one mana you have a way better Twisting Nether. If we ever get back to a meta were outvalue your opponent becomes a viable strategy, this board swype will be a staple.
Being a bit slow against aggro is a issue, for sure, but Priest has some midgame AoE and a lot of healing so this 9 cost spell may be actually played even against face decks.
Very strong against Beast Druid (I don't remember if it'll still be a thing after rotation, though).
2
It's less control oriented than Deathwing Mad Aspect, but going face will definitely be appreciated by control archetypes as a finisher.
Control Warrior has so many efficient spot removal and board swipers that this dude will probably see much more play than Deathwing (which also was pretty good nevertheless).
0
Without accounting further interatcions, it's as its best a 3 mana spell damage +7.
You need a full board and this, and at least a burn spell for it to payoff. All in the same turn (otherwise good luck having 7 minions online).
Honestly, cool card. Not broken.
0
One interesting interaction is that you can copy the Lure and create a mini-hysteria effect (plus 16 life).
It is worse than Abominable Lieutenant in control matches, but it performs better against aggro and midrange solely due to lifesteal.
Not super exciting, thats for sure.
0
The new legendary is better to keep on mulligan or draw in early game, so you can have a good setup and maybe even play it on curve. It is a way worse topdeck, though.