New Mage Legendary Card Revealed - Mozaki, Master Duelist
Flurry just revealed a new Scholomance Academy Mage Legendary card: Mozaki, Master Duelist
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Dangerous card
"After you cast a spell, gain Spell Damage +1"
That almost sounds like the hero is getting the spell damage and not the card. Is that just worded incorrectly? (I would expect it to read "gains" instead)
Very high potential for Wild. Will see play in Quest Mage for sure. I'm excited to see if I can rekindle the embers of my freeze mage deck with this card.
This should be a Rogue card.
Why? Rogue can't generate endless cheap spells, and also they can't reduce spells cost in a performant way. They can do it to ONE spell, with Preparation. With a dream hand, consisting of 2 Backstab, 2 Preparation and 2 Eviscerate... Yes, you could do 16 damage. But a combo of 7 cards for 16 damage doesn't seem reliable at all...
Mage can easily cast 10 spells in one turn with Evocation, and even without it, you can do some shenanigans with Magic Trick, Ray of Frost... So... Nope. This is mage.
If I'm honest, this card kind of unnerves me. The statline, of course, is extremely solid, meaning that, if you're a mage, and you've got some damaging spells, this is a card you could reasonably just throw into your deck, and it'd probably be pretty good. That's not so much the bit that worries me, here.
What worries me is any mage deck that's based around absolutely blasting out spells; the sort of deck that runs, for example, Evocation, and hopes for cheap spells. Now, fair play, to play this card, and two Sorcerer's Apprentices (which is really the optimal setup you'd want) is 9 mana, and maybe if you've reached 9 mana, it's already too late in the game, but when I look at this card, the plain and simple fact is that I see absurd levels of potential, and I feel like any card that can be, for example, a far cheaper Malygos (or even higher), is a card worth keeping an eye on.
Why play this when you can just play Malygos instead? If you play this turn 5, it will usually just be removed. Play this turn 10 and it's usually a smaller Malygos anyway.
Does spell damage accumulate?
yes, I think so. just like Dalaran Aspirant
It is an easy pick for burn mage then
another addition to quest mage probably. thanks blizz
The art is cool but this looks like a dud as far as playability. Too many easy ways to kill it and what are the chances you get meaningful amounts of spell damage off it? Might be another useful tool for Reno mage but without support you won’t see this in something like tempo mage I don’t think. If it was like chenvaala’s cost and stat line I’d say it had a chance.
ill probably still craft it gold day one
Does it start with +1 Spell Damage or zero?
It's really bulky at 8 health, it honestly has a good chance of surviving a turn like sometimes you just can't kill Chenvalaa's high 5 health statline on turn 3. I think it's likely you'll get to abuse it with more than 5 mana a lot of the time.
I guess fuck me in Wild :D
Sometimes I'm amazed by how people pretends that big health in a minion doesn't mean anything. We had seen a hecking lot of OP cards being destroyed just by a health nerf. If you don't have the proper hard removal, which it happens... A LOT... You better have many spells or minions to trade. 8 health is pretty hard to remove.
Nice alternate win condition to giants for cantrip mage. Should be a fun card!
(time to start working on upping my APMs)
This guys has never played a Malygos deck in his life. She is literally single-handedly going to bring combo mage into standard. Be it with Maiev or not, this card fits the description of "Meta Defining" in every way.
Crazy thing is that it'll be a really strong pick in Spell Mage (not in the deck, but you'll always be happy to get this for the discover and RNG effects). Other than that, you'd need a somehow dedicated archetype to make the card work, not fitting for Highlander Mage for example.
I'm not so sure about it dude! Sometimes when playing with Highlander Mage, you just have to sm0rc, since the deck has many tempo swings, and pushing damage can win you the game. This could serve that purpose.
Think this scenario in late game vs control. You use 2 Ray of Frost in two enemy minions (which in a control match seems unlikely to have more than 2 or 3 minions AT MAX on the board) and a Frostbolt to sm0rct0wn. That's 5 damage you got there, and if your enemy can't clear this minion (which is likely if both of his minions are frozen and he spent hard removal before)... You practically won. Next Fireball will be 9 damage.