New Mage Minion - Wyrm Weaver
Submitted 4 years, 4 months ago by
Arthas
A new Rare Mage Minion, Wyrm Weaver, has been revealed!
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A new Rare Mage Minion, Wyrm Weaver, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Scholomance Academy
Head on over to our dedicated guide for Scholomance Academy!
Get Cheaper Card Packs
This section contains affiliate links.
If you want to save money when buying Hearthstone packs, you should check out Amazon Coins! It's an easy way to save up to 25% off Hearthstone packs so you can get into the new expansion without worrying about your wallet too much. We've got a detailed guide on how to Get Started with Amazon Coins, but if you've already dealt with them in the past, you can buy some more by clicking right here.
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Mana Wyrm is back babyyy.
Seems like a really strong card. Lots of stats for 5 mana.
It's a good amount of stats and it can snowball hard, but I think it might be too slow overall
I tried having fun once.
It was awful.
Those are some scary stats generated very efficiently. Not positive tempo mage becomes a deck, but man this can create some truly terrifying swing turns.
Good value overall, even if you don't plan to buff the wyrns, and if your opponent doesn't know if you will or not buff them they are still a threat.
The power of Mana Wyrm in its prime was that it came down early on turn 1 and was tough to remove as you just played spells on curve and that was enough to end games sometimes. 5 mana plus a spell to summon 2 of them that demand quite a few spells to get the attack to anything that matters on turn 5 or later, that's a tough sell.
For glory, honor, and gold!
This doesn't seem great. This looks like a curve topper for a deck that just doesn't really exist. Secret mage doesn't play enough spells to facilitate this card, and quest mage doesn't want to spend 5 mana just to develop the board when they can kill with giants by drawing cards instead.
This post is discussing the wild format.
A little too late to play those mana wyrms but it's a good way to get more value out of your cheap spells instead of running out of steam like you normally do.
If the wyrms stick then great, that is a lot of damage. Though I have always been skeptical of any card that requires an "if" to do something. I don't think this card is weak, but there are better, more reliable ways of getting burn damage in mage.
Carrion, my wayward grub.
Slow, but you CAN'T sleep on two Mana Wyrm's. Those little things scale like no tomorrow. Let's not underestimate this card, or it will take a lot of games from you. Will see a lot of play in tempo/burn mage.
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
This lady will shine so much in Tempo Mage, with cheap spells, those wyrms can get very hard to handle
4/5 stars, will craft in golden because reasons
Very highroll/lowroll card. The kind of deck that would run this (lots of cheap spells) can straight up kill you if you don't remove those wyrms. But how hard is it to kill a couple 1/3's after turn 5?
"Be excellent to each other." -Bill and Ted
If you can get at least one of the Wyrms to stick for a turn, then it can give you a lot of surprise lethals out of nowhere to close the game, which is pretty good.
If none of them stick though, then it's honestly not terrible since the Wyrms effectively have a soft Taunt on them. Some sort of Miracle Mage could probably do something with this.
Just not good enough. Summoning 2 Mana Wyrms is nice, but a little too late.
What makes this less useful is not that the card is necessarily bad, but that its a mage card. And even tempo mages would rather be playing 2 minions, or something with a spell on turn 5, or do something to get back tempo after losing it for the last few turns (a common thing with mage). This doesn't do any of that.
At 5 mana there's more powerful play available to mage, and i don't see a day where mage can safely drop this and hope everything's gonna be okay.
Looks slow at first but i think this can be pretty strong. Lots of Stats for 5 or lets say 6 Mana with a Cheap Spell. Also can be played on 5 plus a 0 cost spell you generated.
This card has potential.
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Card like those are what makes cheap spells (especially 0 cost ones) very scary in mage. I am looking forward for this one.
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I really hope there will be a good Tempo Mage deck. It was the first archetype I played on ladder when I came to Hearthstone. Might try to make this work just for the Mana Wyrm nostalgia.
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Summoning 2 Mana Wyrms could be really good, but they can't attack immediatly, and 3 Health at T5+ is very hard to stick.
I'd guess on average you'll get 1 Turn with 1 Wyrm left.
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It's no turn 1 Wyrm, but it could work as a build-a-finisher of sorts in some tempo mage.
I doubt tempo mage will work though.
Well...for 5 mana this card can put a lot of stuff and a lot of statistic. If mana wyrms survive will be a great threats....BUT i think this is too slow to be played
Too slow to be useful
Totally agree.
By The Holy Light!
Might come off too late
Lemushki - The one and only since the 2006 rebranding.
Seem good, but it's for the Wyrms to grow fast later on in the game.
If the mana wyrms survive for a turn you can do a lot of damage. If.
Mana Wyrms are back. :D
Good health bad attack and too high cost, at least the effect is really nice
All hail the banshee queen.
5 mana 3/6 is pretty sad for stats.
5/12 for stats that can increase in attack with spells played is much better.
Despite the snowball powerlevel of mana wyrms, removing them at turn 5 and onward becomes increasingly easy, almost every class has received very strong board clears if not this set than in Ashes of Outland, and decks that don't run AOE will flood the board and trade up against the 1/3 wyrms before they become hard to manage.
If you're able to protect the wryms and increase their attack you have a game winning strategy, but I feel that the mana invested in that combo would be better served for something involving Archmage Antonidas and the Potion of Illusion
Seems a bit too slow. First you need this to stick or immediately trigger its spellburst, and then you need both fragile mana wyrms to survive.
This doesn't seem great to me, but it is a 5 mana 5/12 that can get better, so maybe this does see play?
When this goes off, I suspect it will be a nightmare to remove, but will it ever go off at a useful time? We'll have to see. Maybe it works in some kind of tempo Mage list.
Mana Wyrm, eh?
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More powerful cards exist for the cost. At 5 mana, plus a spell, it’s too slow.
Good build, but a bit late in the game. A;ll your cheap spells might be used up by now.
Double unbuffed Mana Wyrm on turn 5 does very little for board control. Unless you wanna wait another turn and spellburst at the same time, but you sould be slamming much bigger things on the board by turn 6 or 7. But you can Coin! And Sorcerer's Apprentice! And this and that! Keep dreaming...
Seems pretty slow, especially since the I think with the way spellburst works, the mana wyrms wouldn’t gain the +1 attack from that first spell
Who needs consistency when you could have fun?
These are the normal Mana wyrms? 1/3 gain 1 attack for spells?
-=alfi=-
Crazy card, like I really don’t get why everyone is bashing it. In a slower meta (ha) this card is just VALUE
This ain't no place for a hero
Big oof. O.o
Thanks to denial, I'm immortal.
It seems very slow, and the tokens will not live more than one turn
Yea, make that 5-cost minion pool even better for Apexis Blast first Headmaster Kel'Thuzad and now this :D
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This card might be slow but those mana wyrms will have to be dealth with, so it will buy a mage some time.
Interesting effect, like a mage version of Giggling Inventor. But perhaps too slow, making it a "win more" card.
Quick! Someone give me something clever to write here.
Maybe might find a home in Highlander, but I think this card is pretty poor. If it's dropped on 5, you need to hope your opponents board is clear, as that 3 attack means it's a easy enough trade target. If dropped later, there's a host of board clears that can just remove the worms.
It's beautiful and I want it to work. I haven't touched Mage in a long while but this card seems like so much fun to pull off. Plus: having Mana Wyrms on board is going to feel wonderfully nostalgic.
As a card: it's got fine stats for its cost, especially once spread across three bodies. Spellburst won't be tough to activate in Mage either, so it's almost guaranteed to go off if it isn't quickly removed.
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This could go either way, I think, depending on whether your opponent has spells or board presence to take out those mana wyrms right away. Then you'd only be left with a body that wasn't worth the cost.
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Very strong card, with the potential to put a lot of stats on the board in a single turn.
Good stats, though I don't know if I run it straight. Definitely fun to pick up off Font of Power.
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