Khadgar's Wisdomball has a set pool of well-known mage spells (related cards section), it evaluates which of those could be useful on the current board, and then randomly casts one of the spells deemed useful! (Source)
If you have played with any form of wisdomball before, you know that what you want and what it considers helpful may have some space between them. I would not plan on consistent/deterministic outcomes with khadgar but i would plan on funny highlights. (Source)
If your opponent is at 6, you can hope for the card to lethal your opponent but you should not plan on it. (Source)
Question: Can the same spell be cast twice or more by the same wisdomball? Answer: It's random each turn. (Source)
Question: Does it go for lethal every time if it's an option? Answer: The spell will certainly be helpful, but I can't guarantee it will be perfect. (Source)
Question: In what case the Wisdomball can cast arcane missiles instead of fireball for more damages or just cast blizzard..or it just 'random'? Answer: Arcane missiles has a chance to cast if opponent has at least one 1 health minion. (Source)
Question: How does his targeting work for stuff like Fireball and Arcane Missiles? Answer: Arcane Missiles does not target. All spells with targets will target enemies. (Source)
Question: What context does the ball need for it to cast counter spell? Answer: I'm not gonna get too specific on card by card interactions/possibilities - we def want players to try stuff out and see for themselves. :) (Source)
Question: So if opponent has a 3/3 and an 8/8 and randomly decides on polymorph, there's a 50/50 chance it will poly the 3/3? Answer: Yep. (Source)
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i have a feeling this card its gonna be great, and if by helpful it means the other player have a board and you clear it... i mean, its like you play the card and your opponent cant do much during 6 turns...
if this gonna be played in every mage deck, you need find a space in your deck for Rustrot Viper.
i believe they gonna nerf the weapon to 3/4 stacks and the cost of the card going up to 7 or 8, and its gonna be pretty good for sure... 7/8 mana 5/5 with a board clear, and next turn a counter spell or draw 2 for free...
Exactly what Hearthstone needed more RNG 6X over that requires zero skill to execute. This game is going in a bad direction. Late last year was the first time since beta that i didn't play for months. The game becomes less fun when every Arena game is decided by RNG fuckery or a broken card. All games have that but the problem is the frequency in which it happens. It's more exhausting and frustrating if anything when it's almost every game.
I just cant get excited about this game any more. It's turned into random bullshit mana cheating bollocks. Half the cards you have no idea what they do without playing them first.
The fact that counterspell is on the (hidden) list of cards that this can cast makes me think the Devs are really out of touch with the players.
You know what I hate - counterspell and objection. You know what I hate even more - the second, third, fourth, fifth copies of those spells. Bonus points if you didn't spend any mana to cast them.
The other thing I hate - having my board frozen....over and over again....I presume this card will basically just destroy aggro decks.
What I am genuinely surprised about - ice block isn't on the list. That would have provided such nostalgia!
You can sadly get Ice Blockand that freezestuff via Harth Stonebrew in standard also. Ice Block is ok if you just play it once or twice per game. But with all that copy and discover mechanic you‘ve nearly lost when they play it the first time.
Imo they should give more cards once per game. Also shudderwock should be on this list.
The spell list is fairly small, but it covers just about all you need. Big minions or Deathrattles get polymorphed, lethal boards get frozen or roasted, multiple times if necessary, Ice Barrier if you are close to dying, Secrets generally slow your opponent down, and should your opponent get in lethal range, Fireball to the face. The only downside of this card is the cost, and even that is more than fair.
There have been several Mage legendaries that did less for a higher cost. There have been "no duplicate" cards with worse rewards. And let's be honest, the Reno faction will celebrate this card all year long, because why not just make a Reno deck when you get cards that effectively eliminate resource and consistency issues?
I guess it could feel a bit like a gamble to actively rely on Wisdomball, and play super reckless like it will take care of everything for you, but it's going to be much less fun to be on the receiving end of this thing and see it (in the worst of all cases) locking you out of the game entirely.
Sure, there will be other decks and classes, Mage might not even be at the top. Still, this card already frustrates me, as the class does in general.
The moment I saw that handsome ear I wasn't sure if was Khadgar or Wondrous Wisdomball, but turns out it was both.
I have to believe that the Helpful spells aren't going to be that Helpful, mostly causse Zephrys the Great usually miss pretty often on what you actually want. I can totally see it casting Polymorph on a 3/3 when you was expecting draw 2 with Arcane Intellect. But I think that should be good enough, get six *free* mostly positive spells on a 5/5 body seems kinda worth it. You are basically paying one more mana for a Deck of Wonders that summons a 5/5 and is most likely not going to ruin your life.
It's not bad. I legit was expecting it to be the literal Wisdomball in standard, This effect is a lot more reasonable. Tho is less clipable than a floating head yelling "Let me adjust that cost for you!" and turning your Sif in a 10-Mana card.
I just lost three games in a row to Zephrys the Great. It rarely misses when a kill card is needed. It’s dependent on how much mana you have left. If you have more than eight mana, you will always get twisting nether. Have a lot of minions but not enough points to win? Play Zephrys with four or five mana remaining and you will always get “give your minions three plus attack.” It also routinely draws destroy all enemy secrets when I’m playing Ice Block. However, if you play it because you don’t have any other cards to play and nothing on the board, the draws are meh but most players save it til it actually will give the perfect card.
Maybe depends on the fate of the universe, but I constantly lost games because Zephrys didn't give me a board clear when I needed one, or I very specifically play it with 1-Mana left to give me Flare and remove my opponent's Iceblock and didn't give me one. Or sometimes offers you a card that kinda works but you know that in that pool there is a way better card for that situation. The only moments when almost never miss is on curve, to get a Wild Growth or to give you lethal (if the Lethal is very very obvious)
It dosn't miss all the time, but when it miss, you basically lose the game. This card looks like it has a lot more of "decisions" to take having in mind that apparently the pool of Useful Mage spells is only 9 cards. So knowing that this cards can't read, if your opponent has a 10/10 that can't attack heroes and a 3/3 that adapts each time that attack your hero, the most probably is that turns the 10/10 in a sheep when you wanted to remove the 3/3 instead.
First of all, clarification needed. So much clarification needed.
If it chooses 'useful' spells in a similar manner to Zephrys the Great, then this is maybe the most broken thing I've seen? Literally impossible to stick a board against it. It lasts six turns. It can cast burn spells for lethal. It lasts six turns. If there's nothing to remove you get secrets, summons, and card draw. For six turns. For free.
It can't just be Zephrys. There's no way... it can't just be six turns of Zephrys for six mana.
I guess in the very worst case everyone runs viper, and the card is still really good but doesn't win automatically.
auto include in all mage decks lol
i have a feeling this card its gonna be great, and if by helpful it means the other player have a board and you clear it... i mean, its like you play the card and your opponent cant do much during 6 turns...
if this gonna be played in every mage deck, you need find a space in your deck for Rustrot Viper.
i believe they gonna nerf the weapon to 3/4 stacks and the cost of the card going up to 7 or 8, and its gonna be pretty good for sure... 7/8 mana 5/5 with a board clear, and next turn a counter spell or draw 2 for free...
Exactly what Hearthstone needed more RNG 6X over that requires zero skill to execute. This game is going in a bad direction. Late last year was the first time since beta that i didn't play for months. The game becomes less fun when every Arena game is decided by RNG fuckery or a broken card. All games have that but the problem is the frequency in which it happens. It's more exhausting and frustrating if anything when it's almost every game.
I just cant get excited about this game any more. It's turned into random bullshit mana cheating bollocks. Half the cards you have no idea what they do without playing them first.
The fact that counterspell is on the (hidden) list of cards that this can cast makes me think the Devs are really out of touch with the players.
You know what I hate - counterspell and objection. You know what I hate even more - the second, third, fourth, fifth copies of those spells. Bonus points if you didn't spend any mana to cast them.
The other thing I hate - having my board frozen....over and over again....I presume this card will basically just destroy aggro decks.
What I am genuinely surprised about - ice block isn't on the list. That would have provided such nostalgia!
You can sadly get Ice Blockand that freezestuff via Harth Stonebrew in standard also. Ice Block is ok if you just play it once or twice per game. But with all that copy and discover mechanic you‘ve nearly lost when they play it the first time.
Imo they should give more cards once per game. Also shudderwock should be on this list.
probably too rng to be super good, but probably still worth including.
The power of this card is 100% dependent on how good they are at coding its intelligence.
The spell list is fairly small, but it covers just about all you need. Big minions or Deathrattles get polymorphed, lethal boards get frozen or roasted, multiple times if necessary, Ice Barrier if you are close to dying, Secrets generally slow your opponent down, and should your opponent get in lethal range, Fireball to the face. The only downside of this card is the cost, and even that is more than fair.
There have been several Mage legendaries that did less for a higher cost. There have been "no duplicate" cards with worse rewards. And let's be honest, the Reno faction will celebrate this card all year long, because why not just make a Reno deck when you get cards that effectively eliminate resource and consistency issues?
I guess it could feel a bit like a gamble to actively rely on Wisdomball, and play super reckless like it will take care of everything for you, but it's going to be much less fun to be on the receiving end of this thing and see it (in the worst of all cases) locking you out of the game entirely.
Sure, there will be other decks and classes, Mage might not even be at the top. Still, this card already frustrates me, as the class does in general.
Seems fantastic at 10 mana. At 6 IDK. what's better than fantastic?
Glad to see a much less polarizing Zephrys effect.
This looks insanely good. If it intelligently casts board clears and removals then you are free to spend all your mana each turn on other things.
The moment I saw that handsome ear I wasn't sure if was Khadgar or Wondrous Wisdomball, but turns out it was both.
I have to believe that the Helpful spells aren't going to be that Helpful, mostly causse Zephrys the Great usually miss pretty often on what you actually want. I can totally see it casting Polymorph on a 3/3 when you was expecting draw 2 with Arcane Intellect. But I think that should be good enough, get six *free* mostly positive spells on a 5/5 body seems kinda worth it. You are basically paying one more mana for a Deck of Wonders that summons a 5/5 and is most likely not going to ruin your life.
It's not bad. I legit was expecting it to be the literal Wisdomball in standard, This effect is a lot more reasonable. Tho is less clipable than a floating head yelling "Let me adjust that cost for you!" and turning your Sif in a 10-Mana card.
I just lost three games in a row to Zephrys the Great. It rarely misses when a kill card is needed. It’s dependent on how much mana you have left. If you have more than eight mana, you will always get twisting nether. Have a lot of minions but not enough points to win? Play Zephrys with four or five mana remaining and you will always get “give your minions three plus attack.” It also routinely draws destroy all enemy secrets when I’m playing Ice Block. However, if you play it because you don’t have any other cards to play and nothing on the board, the draws are meh but most players save it til it actually will give the perfect card.
Maybe depends on the fate of the universe, but I constantly lost games because Zephrys didn't give me a board clear when I needed one, or I very specifically play it with 1-Mana left to give me Flare and remove my opponent's Iceblock and didn't give me one. Or sometimes offers you a card that kinda works but you know that in that pool there is a way better card for that situation. The only moments when almost never miss is on curve, to get a Wild Growth or to give you lethal (if the Lethal is very very obvious)
It dosn't miss all the time, but when it miss, you basically lose the game. This card looks like it has a lot more of "decisions" to take having in mind that apparently the pool of Useful Mage spells is only 9 cards. So knowing that this cards can't read, if your opponent has a 10/10 that can't attack heroes and a 3/3 that adapts each time that attack your hero, the most probably is that turns the 10/10 in a sheep when you wanted to remove the 3/3 instead.
So, what's stopping this from casting 6 sunset volleys in a row? Because I'd say that's pretty useful...
Or is this limited to the core set or it's own mini-pool to avoid constant reconfigurations when a new set drops?
Edit: just refreshed this page and saw a comment with the pool of cards; seems good but not ridiculously busted
Because the pool of "Helpful Mage Spells" is limited to a small amount of classic Mage spells. No Sunset Volleys can be cast by this card.
Someone tell Voxy her Ex is back.
First of all, clarification needed. So much clarification needed.
If it chooses 'useful' spells in a similar manner to Zephrys the Great, then this is maybe the most broken thing I've seen? Literally impossible to stick a board against it. It lasts six turns. It can cast burn spells for lethal. It lasts six turns. If there's nothing to remove you get secrets, summons, and card draw. For six turns. For free.
It can't just be Zephrys. There's no way... it can't just be six turns of Zephrys for six mana.
I guess in the very worst case everyone runs viper, and the card is still really good but doesn't win automatically.
yep it's not clear! Is it helpful to yourself or your opponent? Will it cast fireball to your face? :D
For me it seemes to be like Wondrous Wisdomball from Soloadventure The Dalaran Heist.
And if It can hit your own face with f.e. fireball it‘s not that great, more funny.
What is the pool for helpful Mage spells? is it any Mage spells in the respective mode: Standard, Wild, etc..