New Mage Spell - Raid the Sky Temple
Submitted 5 years, 5 months ago by
Arthas
A new Legendary Mage Spell, Raid the Sky Temple, has been revealed!
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A new Legendary Mage Spell, Raid the Sky Temple, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Saviors of Uldum
Head on over to our dedicated guide for Saviors of Uldum!
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Worse hagatha effect but with better spells as you are mage. Think its good but probably that's it. Could be nice with some burn decks as extra power when you strat to run dry?
Purely for memes, and I'm glad because is already too good with too many good win conditions.
That said, this seems pretty fun.
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I feel like Cyclone mage could simply slap this on turn 1. And with the spell genration the deck has, the quest can be finished quite reliably.
Regarding the reward, it's good but not broken. Glad Blizzard didn't create a pure Primordial Glyph as a hero power.
Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL)
Wins per class (2/6/22): DH-197; Druid-996; Hunter-91«60; Mage-1056; Paladin-1126; Priest-746; Rogue-961; Shaman-1095; Warlock-871; Warrior-906
This seems laughably easy to pull off in wild. I've seen Mages hit 10 spells on turn 2. Probably not worth running over the time warp though. Pretty easy in standard too, but not as easy. If not for that new 2-mana quest guy, this would probably not be playable. I hope mage does not get more cheap spells or spell reduction cards
Communism is just a red herring
'Meh' reward, can be good, but nop OP.
By The Holy Light!
The only deck this realistically goes into is Cyclone mage (standard). Not sure if the pay-off is worth it though, but it very well could be.
I guess this is okay. "Infinite value" that thing everyone loves to cite as oppieoppie.
In a really long-game looking deck, I could see this being an inclusion. Not sure how Mage plays on getting there.
Alternatively, in a deck just looking to jam as many spells as possible (like early iterations of dart frog decks), this is added gas.
I think this might be able to synergize with Time Warp, to be honest. Mages might prefer to put in defensive spells instead of random generators and simply rely on hero powers to complete the second quest.
Psst! Hey, you want to play a couple of fun (albeit pointless) gamebooks? Become a king here, and a babysitter here.
Its a really good hero power, but I feel if you couldn't put it in cyclone mage (which is currently the only deck you could) because on your mulligan you'd rather find those mountain giants or something else, plus I don't think it would be activated until turn 8-10 at which point it might be a bit too late for a random spell to save you each turn. It will be fun to play with but I think another deck type will have to be made to give this card a shot
Worth pointing out the lack of synergy with Mountain Giant is a really big detraction.
EDIT: Oops - the guy above me said it too.
Pretty stoked about this card.
CardID or NameBADCARDNAMEMusic is the strongest form of magic.
If this was played in wild cyclone mage, I think you'd run both quests and discard Open the Waygate in the mulligan. By the time you find it again you'll already finished the new quest and have a hand full of discounted random spells. Could work, maybe.
I don't get why people are so skeptical.
It's quite simple. It's a fun addition to a spellheavy mage. You're going to finish it sooner or later and it just gives you more value in the long run. No actual competitive list is going to run it obviously (unless the meta is focussed entirely on who generates more ressources), but it certainly won't hurt to throw into cyclone mage. It's not like the deck has a turn 1 play and the -1 card just happens to be a slight downside.
I thought people liked Casino Mage?
I tried having fun once.
It was awful.
I'm pretty sure we need to wait for the new Mage spells to be revealed before judging the power of this card.
This man gets it
Psst! Hey, you want to play a couple of fun (albeit pointless) gamebooks? Become a king here, and a babysitter here.
Question about the new quests -
The old Un'Goro Quests rewarded you with a playable card that activated the quest reward. These instead upgrade your Hero Power, in some cases so far (the Druid quest), it's a passive Hero Power that you don't need to spend mana on. Since these quest rewards are not playable cards, are they automatically activated once the quest requirements are met?
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Yup
After some thought, I don't think Wild Quest Mage wants this. Say that you play both quests. That means your opening hand is -2 cards, which is already kinda catastrophic (mulliganing Waygate is suicide, if it ends up in the bottom 1/3 of your deck, you can't win). Considering the utter decimation your opener took from having two quests in it, I think running Cyclone is pretty risky, as you're essentially top-decking and you risk running into some pretty terrible bricks. Cyclone wants you to stack a hand full of cheap spells before you play the Cyclone, while this quest wants to be played ASAP so that any stalling or mid-game spell generation you end up doing counts. So your hand shrinks, you're top decking, and you'd need to guarantee Cyclone to really go off and even complete the 10 spells quest at a reasonable pace. For that reason, I'm guessing Cyclone is out of the deck.
At that point, you can just stack a bunch of stall, with freezes, defensive secrets, etc. and complete the quest that way, but then, your Open the Waygate is stuck being useless until you complete the first quest. By that point, decks can do some filthy, filthy things and you start running out of freeze. So completing Open the Waygate off of the spells generated by the hero power is way too slow IMO. You cannot just start working on your Waygate quest by turn 6 or something, by then you should be over halfway done if you want to keep up. The majority of games I've won with my version of Cyclone mage, I'm usually one or two turns away from running out of stall or Ice Blocks, so slowing down the deck with another quest is not something you can afford, I think.
Therefore, I think the two quests each go into a different deck. You put this in casino burn mage, where you can stack your hand full of cost reduced spells and then spam the opponent's face off with Tony and Flamewakers once you accumulate enough mana (or Sorcerer's Apprentices), and Cyclone Quest Mage remains unchanged. Its current builds are just way too efficient to need this.
Let me stop you right there, and point out you can only have one Quest active at a time. Kind of disappointing, as I would have liked to see what double-Quest archetypes people can come up with, but it is what it is.
I was thinking of a way to utilize both Mage quests in the late game. Say you play Raid the Sky Temple first; complete it and generate more spells with either the new hero power or spell generating cards like Mana Cyclone. Then play Open the Waygate if you luckily pull it early enough; complete it so now you have a bunch of spells and that extra turn. Play more spell-generation if necessary. Reduce their cost with 1 or 2 Leyline Manipulator. Slap Malygos down and unleash discounted damage spells. If you're opponent is still alive, pray that you have Pyroblast. I don't know, I'm not the best at deckbuilding and Mage has limited defense and healing to last through the late game.
Well it's over
I can't really see this being competitive but who knows. It seems fun though for sure.
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I don't know... looks like Ungoro all over again. That is, 1 quest ends up completely broken because people find a way to abuse it (caverns), 2 or 3 are okay-ish Tier 2 (waygate, fire plume) and the rest is for the memes. So far the new warlock quest seems okay (maybe it helps Control Lock to become a thing again), the mage one is for funsies only. And honestly, I don't like so many legendary cards being not competetiv, they are too expensive for that. Don't get me wrong, I like to play fun decks and even took a marsh queen deck to ladder last year because I pulled a golden copy from a pack. But in the end most of us want to play the well performing cards and getting those is harder when there are less of them. Hopefully the rest of the new quests are better and / or get enough support to find a place in the meta.
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
In Wild, outclassed by Open the Waygate.
Even if you can complete this new Quest fast enough, the reward is just too slow and unreliable for Wild purposes.
And even in Standard, putting it in its most favourable environment, Miracle Mage, will just translate into a winmore card, since it won't cover any weak spot.
Why noone mentions that card has been worded as [Hearthstone Card ("cast") Not Found] not [Hearthstone Card ("play") Not Found] which would change everything, even expectations.
I mean, someone said above, it is relevant to what new spells mage will get. No, That's not about that. It is relevant to what new minions Mages will get.
Servant of Yogg-Saron helps to complete this quest in wild. Archmage Vargoth also casts spells.
Maybe Felhound Portals and even Bombs which warrior adds to your deck. Casts when drawn cards are also "casted" spells.
Puzzle Box of Yogg-Saron completes this quest single handedly. ok this way is too slow but I guess you understood what i mean.
As i said above the reveal page, They all should work to complete quest mechanically if they worded the quest true.
If mage gets a card like Servant of Yogg-Saron, and the expansion has some spell-casting neutral minions, it could be a little problematic. a new viable Mage deck is coming i guess. I'm saying "problematic" because of infinite-value issues back in old hearthstone days, and nowadays.
I'm expecting to see a spell card for mages like "Cast [Hearthstone Card (Arcane missles) Not Found], Mirror Image and x" which casts 3 or 2 different mage spells at the same time. We saw where Reno Jackson's mage powers are coming, simply from scrolls.
I won't be so surprised if mage gets a new minion like Servant of Yogg-Saron. It is even be the Reno Jackson himself like Swampqueen Hagatha's Horror.
Unpopular Opinion Incarnate
Very cool - and i think it has lots of potential to be "Meta-Defining" - but i guess we will have to wait and see.
I like it !
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To be able to generate spells "for free" is very useful for mage since that means you can put more minions in your deck (for instance with spell power) that synergize with spells, and mage has a lot of those. When creating a tempo mage deck there was always the problem that you want a lot of spells but you also need the minions to give the spell power and to keep bord control, so most of the time the deck was weak to removal since once you ran out of minions to play, your bord control was gone and you had to hope for reach/swing.
So I can see this work in a couple of decks.
It is also a great way to generate a couple of cheap spells (costing 0 mana for instance) which can then be combined in a Antonidas turn to turn them all into fire balls.
Then you have the obvious synergy with Questing Adventurer, Sorcerer Apprentice, Mana Cyclone they all benefit heavily from having cheap spells to play. The only downside is that you only get 1 card per turn which might be a bit slow. But if there will be a way to use your hero power more often this can easily get very powerful.
So apart from other new spells which might be synergizing with this, I already definitely see some potential outside of the meme/fun territory.
And with a Sorcerer Apprentice on board you can complete quest in one turn once you reach 10 mana playing both the quest and the new legendary :)
Seriously? Man that's a bummer. They're taking a dump at a gaming tradition here! You acquire as many quests as you can and then you complete them all simultaneously to save time. This is heresy!
Also @Almaniarra, it doesn't work like you think it does. Servant of Yogg Saron casts the spell, not you, so it won't count towards the quest. In this case, you would need something like Unseen Saboteur, which actually says that the player casts the spell.
IMO the best of the three revealed quest rewards so far, for infinite card gen value and reasonably easy to complete, with Archmage Vargoth, Mana Cyclone etc.
Am I the only one, who thinks the title of this card is rather confusing? Like, I know that Reno Jackson loves gathering various treasures for his personal collection, but isn't raiding a sacred temple a contradiction to his role as a Saviour of Uldum? I thought he was suppose to save that place, not be one of those robbing it.
[edit] As for the usage of the card itself - well, it's not exciting in its current state, but imho mage would get a lot more support for its casino archtype, which would create a powerful package just like rogue's thieving one in RoS. Adding a spell to your hand (even if it's a random one) is admittedly way better than a mere ping effect. I am aware, that mage can't create a viable win-condition from this new HP, but like I said before, after looking at the powerful rogue cards from RoS I am more than confident, that mage is going to receive some powerful tools, which would synergise with random spells or cards, that don't start in your starting deck.
Seemed underwhelming at first glance, but then I realized you really can't go wrong with infinite value. Most Mage decks might consider running this, since there's no downside--you play 10 spells then get an infinite number of discounted spells in return, albeit generated randomly. The thought of Mages getting 2-mana Fireballs and 1-mana secrets makes me shudder.
OMG, my quest RNG mage with Yogg gonna love this new quest, and make me a double quest RNG mage! :D
Yeah you are right but I still think that it can work with the quest. Btw I have ended up right about a card which will cast a spell.
The new Tortollan Pilgrim was what I meant and it appeared yet. Now I am waiting for it if it will count towards quest or not. As I said above I still think that it will work. If it works Yogg-Saron, Hope's End, Servant of Yogg-Saron, Tortollan Primalist, Puzzle Box of Yogg-Saron, Archmage Vargoth, Felhound Portal, Bomb and the other casting minions which i remember and Cast when drawn cards should work aswell.
If one works and others doesn't, it will be a huge mistake by Team 5. And If they all work as I intended, I'm sure they will nerf this card.
Unpopular Opinion Incarnate
^ because AFAIK, you never "play" a spell, it's always considered as "cast" when it goes into play from hand, unlike minions which can be "played" and/or "summoned."
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