This is a documented effect that Blizzard intended as a nasty surprise for Priests. Serve them right for attempting to mind control demonic forces that are above their league!
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2
I'm very excited about the neutral cards that give Spare parts, like Toshley, Clockwork Gnome and Tinkertown Technician, and how they could be incorporated into a Handmage deck. An initial idea could be a deck built around filling your hand with Spare parts leading into a T9 Antonidas+Apprentice to convert all the Spare parts into fireballs. Would this be viable?
3
Soulfire almost always discards a Doomguard or Lord Jaraxxus. This is because RNGesus hates demons.
1
Mind control tech in arena
4
Will be fun to play with Soul of the Forest
1
Easiest way would be to dust all your Expert cards :) But seriously though, if you are really really absolutely positively certain that you will only play Mage then you could dust the cards of the characters you don't play. I think this works for most casual players like myself, since I don't imagine myself spending much time grinding or much cash on the game, and I just want that special card (Leeroy!) to finish my Mage deck.
1
The concept is interesting, and it got me thinking about how you could set something up like this using Duplicate. Maybe something like
Turn 10: Archmage Antonidas, Duplicate. You get 1 fireball from this, and how the opponent responds will make or break the combo. If he removes Antonidas then you get two more, which is not bad but means the end of the combo unless you have another Duplicate in hand.
Turn 11: 2x Sorcerer's Apprentice, the fireball from turn 10 (which costs 2 mana now), and two more free fireballs (also 2 mana each) from Antonidas. You are really hoping the opponent removes one of the apprentices, if that happens then its GG to him. If he removes Antonidas the combo is broken, but at least you would have done 18 pts of damage, with two more Antonidas in hand.
Turn 12 depending on what your opponent did: If he removed one of your apprentices, then drop the 2 Apprentices you got from Duplicate, and spam 1 mana fireballs. You should have 6, which should end the game. If he removed both your apprentices then just drop the 2 Apprentices you got from Duplicate, and you should be able to do 18 pts of damage again.
Of course this is not foolproof (e.g. Hex, Polymorph, Leeroy+kill a whelp, silence), but the setup is a lot less complex than Miracle and requires only 4 cards (Antonidas, 2x Apprentice, Duplicate).