Quote from TheKrazyKat >>Quote from hillandder >>Primordial Glyph is in "Consider Crafting" instead "High Priority"? Really?
This is the most powerful mage card ever, x2 stable in all mage decks (x1 in Reno Wild) and possible the most powerful card if you don't count the nerfed ones.
Good catch, I did move it up after this comment. It is significantly better than Babbling Book and so it will see a fair amount of play, although I'm not sure I'd go so far as to say it's the most powerful mage card ever 0.oThere aren't a lot of dump mage spells, but there are some that can clog your discover choices.
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hillandder posted a message on Ranking Un'goro EpicsPosted in: Card DiscussionBut is really unlikely you get 3 bad choices from discover a mage spell, a least one good, not optimal, is easy to find.The mage secrets make this card great, Ice Barrier for example, is great vs aggro decks but useless vs control and midrange, you don't want to spend a slot in deck and a critical draw in so situational card but discover it from Glyph vs aggro solves all the problems, the same for Mirror Entity, great vs the new druid deck awful vs hunter, Tome is bad vs aggro because the tempo loss but is awesome vs control and the list goes on...Versatility + 0 tempo loss + enable powerful spells 2 turns early + feed the quest and minions with spell synergy.I sure this is the most powerful mage spell ever. -
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Pussym0nster posted a message on Ranking Un'goro EpicsPosted in: Card DiscussionI hope you get rekt on your first game by explore ungoro and turn 8 primalist into brawl.
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M0byFish posted a message on Wild Reno ShellPosted in: Wild Reno ShellI think Arcane Intellect should be in there, too.
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obelixmtg posted a message on Understanding Wild Reno ShellPosted in: MageI found the front end of the card too low impact. Also, i don't think it is necessary to go 100% fatigue, it's enough to be slightly fatiguer than the other guy.
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obelixmtg posted a message on Understanding Wild Reno ShellPosted in: MageI play a nzoth/fatigue version without forgotten torch, agree with rest of the core
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MetricTrout posted a message on Wild Reno -- Top 2 Drops?Posted in: Card DiscussionI hit Legend with Reno Mage in Wild in the January season, so hopefully I can provide some insight here.
Quote from TheKrazyKat >>Question/Hypothesis: Although Snowchugger is often indicated as a high value card for crafting, at this point few run it. Does snowchugger have enough value in reno mage?
Question 2: Why does no one (or so few) run Youthful Brewmaster? Is the primary fear that it will be a 'dead card' since one of the chief fears is a turn 6 pirate death/bloodlust death? Or is Manic Soulcaster just too much better?
Question 3: Has Kabal Courier completely removed Jeweled Scarab from the wild meta?
Question 4: Deathlord vs. Dirty Rat. It seems like each has its strengths and weaknesses, but some run neither. Which do you see as less risky or more valuable?
Question 5: Will you still run Flamecannon after the conceal nerf? (Is the primary reason to run it over other removals to kill concealed Gadgetzan Auctioneers?)
1. Snowchugger simply doesn't provide enough value for Reno Mage. It's a 2/3 body that's easily removed , with the added benefit of usually freezing whatever attacked it. That's simply not enough to justify running it over anything else; in fact, every other Mage 2-drop (Sorcerer's Apprentice, Fallen Hero, Cult Sorcerer, Medivh's Valet) fit Reno Mage better than the Chugga. None of these see much play in Reno Mage; not because they're bad cards, but because they don't do enough to warrant inclusion in a 30-card deck.2. Like Snowchugger, there simply are more than 30 cards that do more than Youthful Brewmaster. Manic Soulcaster is generally run over the panda since you don't lose tempo by returning a body on the board back to your hand. Unless you need a Battlecry immediately, which is rarely the case, not losing board presence makes Soulcaster the better card. Shuffling a card into your deck is also crucial in matchups likely to run into fatigue.3. I don't really think either are worth running in Wild, but Kabal Courier is usually the better card. This is because the Jeweled Scarab usually offers neutral cards in one or more of its three slots. Aside from the fact that class cards are usually better than neutrals, neutral cards are always minions, and you often want spells to react to the current state of the game. Plus, quite a lot of Mage 3-cost cards are Secrets, which often are highly situational. Unless you're running heavy Secret synergy, I wouldn't recommend running the Scarab.4. Deathlord is far less of a risky card than Dirty Rat, especially on curve. This is because Deathlord's effect is a Deathrattle, which usually gives you time to react with whatever it summons, and the 2/8 body is difficult to remove for aggresive decks. Meanwhile, Dirty Rat is nearly unplayable on Turn 2, since the minion it summons will be able to attack immediately. If it summons anything big, you often instantly lose the game on tempo. Even for Pirate Warrior, summoning a Ship's Cannon or Frothing Berserker is disastrous, as these can kill the Dirty Rat and survive.Dirty Rat is generally used later in the game, to disrupt important Battlecries such as Kazakus from Reno decks, or to disrupt combo decks that are reliant on particular cards, such as Aviana Druid in Standard or Malygos Shaman in Wild. If you're going to run one of these two cards, I recommend Deathlord, as it's better against aggro and gets resummoned with N'Zoth.5. Conceal isn't getting nerfed; it's being moved to Wild, which is irrelevant since you're already playing Wild with these decks. It's well worth running in any Reno Mage deck, mainly because it's just a great card. It can killed a stealthed Gadgetzan Auctioneer, but that's not its only function. Since you're only running a single copy of Frostbolt, having a second early removal option adds consistency. Plus, Flamecannon can kill some early game minions that Frostbolt can't, such as Totem Golem, Wyrmrest Agent, Imp Gang Boss, or Frothing Berserker. The main weakness of Flamecannon is against decks that summon a lot of small tokens with Deathrattles, such as Egg Druid or Zoolock. Still, it's a card that proves useful enough in many scenarios to warrant its inclusion.Lastly, the decklists you listed are all N'Zoth decks. There are other viable variants of Reno Mage, such as a burn-orientated version that runs Archmage Antonidas that plays similar to Freeze Mage, or the deck I used to hit Legend, linked below, a removal-heavy fatigue list. If you aren't running N'Zoth, a 2-drop worth considering is Explosive Sheep. It does the same thing as Volcanic Potion with a ping, but it can also be played preemptively on Turn 2 against aggressive decks that have already flooded the board. It also combos well with the Volcanic Potion itself for a 5-mana Flamestrike effect.Here is my Fatigue Reno Mage deck, for reference:[Legend] Fatigue Reno Mage Reno Mage Deck by MetricTrout - Jan 19, 2017Minion (16) - 1x Brann Bronzebeard
- 1x Elise Starseeker
- 1x Kazakus
- 1x Reno Jackson
- 1x Yogg-Saron, Hope's End
- 1x Doomsayer
- 1x Manic Soulcaster
- 1x Acidic Swamp Ooze
- 1x Babbling Book
- 1x Coldlight Oracle
- 1x Deathlord
- 1x Sludge Belcher
- 1x Antique Healbot
- 1x Ethereal Conjurer
- 1x Explosive Sheep
- 1x Mad Scientist
Ability (14) - 1x Cabalist's Tome
- 1x Flamestrike
- 1x Forbidden Flame
- 1x Ice Block
- 1x Blizzard
- 1x Volcanic Potion
- 1x Duplicate
- 1x Fireball
- 1x Flamecannon
- 1x Forgotten Torch
- 1x Ice Barrier
- 1x Frost Nova
- 1x Frostbolt
- 1x Polymorph
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obelixmtg posted a message on Wild Reno -- Top 2 Drops?Posted in: Card DiscussionThis is my view, what I think is an optimal list:
http://www.hearthpwn.com/decks/724270-top-20-wild-legend-nzoth-reno-mage
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DaemonusVladion posted a message on Top 10 Cards Rotating to Wild (Krazy's Videos)Posted in: Streams and VideosI'm just going to leave this here.
It's the confusing charts and such regarding the values of disenchanting your cards and what you can get.
Have a wonderful day.
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Aether_lackey posted a message on 10 Reasons Why Pirates are Sticking ArrroundPosted in: Streams and VideosBottom line is, jade druid was taking me long enough to win a single game that I decided to try pirate warrior. 5 games won in the time of 2 jade druid games sounds like a good deal to climb the early ladder. Later I might just go back to druid, once I get to the better players.
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SleepyTimeGamer posted a message on 10 Reasons Why Pirates are Sticking ArrroundPosted in: Streams and VideosYeah sadly I agree with all of the points raised in the video. I do think the meta is already strongly starting to shift against it though. That being said with it being pretty cheap to craft, and pretty quick to play I can't really blame people for playing this cancer.
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There are 23 legends coming with the Journey to Un'Goro, 18 class legends and 5 neutral legends. All have now been revealed.
1. Open the Waygate
The quest does not look easy to fulfill, but this will be a pretty significant win condition for control mage decks. In wild this will be nuts with reno; in standard I have to imagine people will also find a way to make this work.
Standard Impact: 5; Wild Impact: 5; Overall impact: 10
2. Awaken the Makers
Even with the currently announced and existing cards, I don't think it would be too uncommon to be able to get out Amara, Warden of Hope. In Wild, Amara will be very strong since there are stronger deathrattles. In standard, turn 9 is 3 turns later than Reno, and I am not sure how consistently priest can get out 7 deathrattles before turn 8. Still Amara has a fantastic stat line in an already popular archetype and will have an immediate game impact in terms of buffing priests who already want the game to go longer.
Standard Impact: 5 / Wild Impact: 5 -- Overall Impact: 10
3. Hemet, Jungle Hunter
This might seem like a very unusual choice to be placed this highly, but I put it this high since it is the only legendary that stands a chance of impacting the biggest meta threat right now, Pirate Warrior. Pirate Warrior already does not want to go to fatigue, and removing the chance of N'Zoth's First Mate or Small-Time Buccaneer and instead only drawing Arcanite Reaper or Kor'kron Elite means this might be worthwhile in pirate-warrior decks and may make the deck even stronger than it was with Sir Finley Mrrglton
Standard Impact: 5 / Wild Impact: 5 -- Overall Impact: 10
4. Jungle Giants
Summon, so this buffs Jade in a big way, and will be better than Aviana.
Standard Impact: 5 / Wild Impact: 5 -- Overall Impact: 10
5. Spiritsinger Umbra
Although a mana more than brann, this is going to be a very important card in wild decks and will almost certainly be playable in standard as well.
Standard impact: 4 / Wild Impact: 5 -- Overall Impact: 9
6. Fire Plume's Heart
This is going to be essential for control warrior to deal with jade decks and might be an ingredient that could actually make the archetype playable again.
Standard impact: 5 / Wild Impact: 4 -- Overall impact: 9
7. Clutchmother Zavas
Honestly this looks like a bigger part of Discolock than Lakkari Sacrifice, and will fit into both aggro and midrange version of discolock.
Standard Impact: 5 / Wild Impact: 4 -- Overall Impact: 9
8. Swamp King Dred
This is one of the best stat lines in the game for mana cost. Although the risk of poisonous is of course there, gaining lategame board control or threating 9 damage to face is going to be significant, Wild or Standard. Although not as archetype-shaping as some of the other legends, I feel like there's practically no hunter deck that would not run this guy.
Standard Impact: 4 / Wild Impact: 4 / Overall Impact: 8
9. Lakkari Sacrifice
This feels like a very weird card to me, but even though I think it will be a bit awkward in the aggro discolock list that is popular right now, it seems to have way too much potential to put any further down the list in a mid-range discolock list that might emerge in this expansion.
Standard Impact: 4 / Wild Impact: 3 / Overall Impact: 7
10. Kalimos, Primal Lord
Kalimos would not be that exciting if Ragnaros the Firelord was not rotating out. As it is, though, a 7/7 body that can consistently finish your opponent with a 6-damage fireball to their face seems pretty good.
Standard Impact: 4 / Wild Impact: 2 / Overall Impact: 6
11. The Caverns Below
With the elemental deathrattles announced, I've moved this up almost to the top 10. Activating the quest will not be too bad. It's like a weird zoo variant.
12. Unite the Murlocs
My inclination is that this will be much more playable than The Marsh Queen by comparison, since the biggest issue with murloc tribal decks was running out of steam before fatal was possible. Still there's a lot of board wipes right now so it is hard to say how competitive this will be.
Standard Impact: 3 / Wild Impact: 2 / Overall Impact: 5
13. King Mosh
Seems almost objectively better than Deathwing since you keep your hand and only require 1 spell to combo.
Standard Impact: 2 / Wild Impact: 2 / Overall Impact: 4
14. The Voraxx
Djinni of Zephyrs never really took off for a few reasons; to activate his effect you needed a second minion, which meant you needed to play him with a board and a spell in hand or two extra mana for a tap on paladin (paladin being his main class friend). So Voraxx isn't just one mana cheaper than Djinni, he's kinda three mana cheaper (if you think of the tap) which makes him much more playable, particularly in wild where you could play them together ;)
15. Elise the Trailblazer
This Elise seems solid as a card-advantage mechanic. Although control warrior isn't super popular right now, I can see this getting tried in other decks.
16. Pyros
Only worthwhile for elemental tribe synnergy, which we don't know what will be in Mage, but I'm assuming they will release some other cards that will make this seem ok once we know how mage elemental synergy will work.
17. The Marsh Queen
Hard to say whether the splash will go toward murlocs or pirates (or both) but it shouldn't be too hard to build a deck to actually get Queen Carnassa out by turn 7. The problem is that then on turn 8 you only have a 15/38 chance (about 40%) of drawing a raptor, which means you will tend to continue to draw your 1-drops since they will likely be a significant chunk of your deck. Your deck still could very easily run out of steam. This seems significantly worse than Lakkari Sacrifice to me.
18. Lyra the Sunshard
Although priest doesn't cast lots of small spells, some card generation is never bad.
19. The Last Kaleidosaur
Galvadon can get stealth and windfury, so that with stat boosts of either +3 attack or +1/+1 it might end up as high as 14/5 or more commonly 12/6 for a threat of between 28 or 24 damage. That's cool. The problem is that 6 spells on your own minions is a pretty tall order. Even if all 4 of the remaining cards in this set are minion buffs it will still be a tall order, and I doubt that will be the case.
On the other hand maybe I'm wrong and someone will make a baws Djinni of Zephyrs deck.(Djinii is rotating pogchamp) On the whole though this strikes me as the hardest quest to fulfill since the deck type necessary to complete it is so likely to lose the early game.20. Ozruk
I'm going to weight this as a 5/12.5, which is a 17.5 total statline compared to a hoped for 18 statline at 9 mana. That may seem bad, but honestly, there's not a lot of 9-drops in standard. On the whole though I think this is outclassed by Soggoth the Slitherer
21. Tyrantus
While this is a mana-efficient pile of stats and being untargetable isn't that bad, this is overall pretty meh for its lack of board impact and synnergy. Even with Jungle Giants this is still not a great card.
22. Sunkeeper Tarim
Seems unlikely to ever see play in wild since avenge uber minions is such a big part of paladin. In standard, having a way to die slower to jades isn't that bad, but this seems so bad against pirate warrior that I don't see it seeing that much play there either.
23. Sherazin, Corpse Flower
The reanimated flower has summoning sickness, which makes this whole card seem rather pointless.
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1 damage isn't a big deal for the soulfire you're probably looking for.
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Jade is not an option kek
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Compare to Bloodlust and Savage Roar -- this will be played.
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>forgets card exists
>clicks link thinking it's new card for Unguro
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You can also mulligan Awaken the Masters and then use this to get a second legendary secret! 2x the Amara, 2x the fun!
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Moments like this that you remember entomb is going to wild.
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On its own seems bad, but we'll have to see if elemental factional synnergy is really a thing.
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7 mana 9/9 that controls board... seems very playable.
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I have to wonder if this will be part of a new OTK deck somehow.