Neoguli's Custom Mage Core Set Changes
Greetings there! I'm here to present you my version of how I would change Mage's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
After a long time, I've put crossfire onto Mage. While it's very hard to actually do them, please don't think I'm going to make changes for literally every class, altough if I get bored, I might do in near future. Also chose Mage this time, because while their core sets are cohesive and fulfill the fantasy, over time, some of the cards have become either problematic or obsolete. I'm also adding some new class identity to the class - mainly Dragons and RNG.
Strengths and Weaknesses
- Strengths
- Spells - Mages can cast a wide array of spells.
- Stalling - Mages will ensure you aren't going anywhere while they're untouched.
- Dragons - These creatures contain magic that Mages gladly use.
- Card Draw and Generation - Insight flows like magic and grants Mages power to cast spells quickly.
- RNG - Casinos are open to you.
- Limitations
- Buffs - Mages can conjure their allies.
- Cost Reduction - Mages can cast spells faster, but not that often.
- Weaknesses
- Survivability - Mages are usually fragile when you overcome their magic.
- Minions - Mages do not have large minions by themselves.
New Sets
Basic Set
Classic Set
Explanations
Shooting Star - a bit more consistent to have in the arsenal over Arcane Explosion.
Frost Nova - changed to reduce the survivability for Mage, but the new one has more payoff for the commitment of freezing your opponent's board in form of card draw.
Kabal Lackey - added as part of my revisory to my Core Set, where I increase the Classic Set to 16 cards and add necessary changes. Lackey replaced Kirin Tor Mage, because while that card was better for agressive Secret decks and provided a safer discount for them, agression isn't something this class has, so it made more sense to add a slightly weaker unit that can allow for more interesting Secret play. Also, he helps Aegwynn becoming better.
Sorcerer's Apprentice - the highlight of the changes. Replacing it with an entirely new card would still cause too much problems for Wild, so I instead opted to change her into a 1-drop to relive the days of Tempo Mage again and keep it in check. She has created some of the most uninteractive stuff over the years, and while she can still reduce the cost of spells, it's no longer applied on all spells after the first one.
Snap Freeze - it's a better card than Shatter, and that card was a close candidate to be included in the Core Sets. It's for you, Ben Brode. And for some Freeze synergy users.
Scorching Wave - added as part of my revisory to my Core Set, where I increase the Classic Set to 16 cards and add necessary changes. A new control tool. It does some nice damage to a minion, but the real value is in the upgraded damage on your Hero Power. With future expansions, this card can give those Hero Power-related cards some more oomph.
Arcane Breath - added as part of my revisory to my Core Set, where I increase the Classic Set to 16 cards and add necessary changes. This addition further strengthens future Dragon-based Mage decks.
Mana Bind -another hightlight of this set. Counterspell has been toxic throughout it's existence, creting so many unfun moments. This one will serve similar purpose without pointing a middle finger.
Frosty Fausting - a nice stalling tool for any deck that aims to draw a lot of cards. Gadgetzan Auctioneer just got a cold friend to be supported alongside. Note that it won't Freeze enemies that are already frozen.
Apexis Smuggler - a better Secret synergy card, giving you a lot of card generation.
Magna Aegwynn - the pinnacle of card generation. You can reuse a lot of your spells, and with some cost reduction, you can get even more. Also has fun synergy with Snap Freeze.
Hall of Fame
Some cards that were considered, but didn't make the cut
Ice Block - don't worry, I wanted to add it changed to add a burst heal instead of giving you Immune. But even that had some problems itself, so I did not lean towards rereturning a hall of fame'd card.
Starscryer - a decent addition, but tutoring is dangerous to have in an evergreen set.
Volcanic Potion - good AoE, but it did not fit thematically.
Violet Spellwing - was meant to be the 1-drop for Tempo Mage, but it wasn't particularly interesting, and having an evergreen Deathrattle for mage can be misleading.
Rhonin - same reason.
Wee Spellstopper - probably a bit too toxic to be evegreen, even though Robes of Protection power crept her out of oblivion.
Pyromaniac - not a bad card to be evergreen, but I lacked room for this. Hero Power cards were going to be in the set, but I had no idea how to fit them in.
Daring Fire-Eater - this one was close to make the cut, but obviously I tried to keep [Hearthstone Card (Sorcerer Apprentice) Not Found] to save both modes and not only Standard.
Among many, many, MANY other cards…
Deck Recipes
Leave a Comment
You must be signed in to leave a comment. Sign in here.
Greetings there! I'm here to present you my version of how I would change Mage's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
After a long time, I've put crossfire onto Mage. While it's very hard to actually do them, please don't think I'm going to make changes for literally every class, altough if I get bored, I might do in near future. Also chose Mage this time, because while their core sets are cohesive and fulfill the fantasy, over time, some of the cards have become either problematic or obsolete. I'm also adding some new class identity to the class - mainly Dragons and RNG.
Strengths and Weaknesses
New Sets
Basic Set
Classic Set
Explanations
Shooting Star - a bit more consistent to have in the arsenal over Arcane Explosion.
Frost Nova - changed to reduce the survivability for Mage, but the new one has more payoff for the commitment of freezing your opponent's board in form of card draw.
Kabal Lackey - added as part of my revisory to my Core Set, where I increase the Classic Set to 16 cards and add necessary changes. Lackey replaced Kirin Tor Mage, because while that card was better for agressive Secret decks and provided a safer discount for them, agression isn't something this class has, so it made more sense to add a slightly weaker unit that can allow for more interesting Secret play. Also, he helps Aegwynn becoming better.
Sorcerer's Apprentice - the highlight of the changes. Replacing it with an entirely new card would still cause too much problems for Wild, so I instead opted to change her into a 1-drop to relive the days of Tempo Mage again and keep it in check. She has created some of the most uninteractive stuff over the years, and while she can still reduce the cost of spells, it's no longer applied on all spells after the first one.
Snap Freeze - it's a better card than Shatter, and that card was a close candidate to be included in the Core Sets. It's for you, Ben Brode. And for some Freeze synergy users.
Scorching Wave - added as part of my revisory to my Core Set, where I increase the Classic Set to 16 cards and add necessary changes. A new control tool. It does some nice damage to a minion, but the real value is in the upgraded damage on your Hero Power. With future expansions, this card can give those Hero Power-related cards some more oomph.
Arcane Breath - added as part of my revisory to my Core Set, where I increase the Classic Set to 16 cards and add necessary changes. This addition further strengthens future Dragon-based Mage decks.
Mana Bind -another hightlight of this set. Counterspell has been toxic throughout it's existence, creting so many unfun moments. This one will serve similar purpose without pointing a middle finger.
Frosty Fausting - a nice stalling tool for any deck that aims to draw a lot of cards. Gadgetzan Auctioneer just got a cold friend to be supported alongside. Note that it won't Freeze enemies that are already frozen.
Apexis Smuggler - a better Secret synergy card, giving you a lot of card generation.
Magna Aegwynn - the pinnacle of card generation. You can reuse a lot of your spells, and with some cost reduction, you can get even more. Also has fun synergy with Snap Freeze.
Hall of Fame
Some cards that were considered, but didn't make the cut
Ice Block - don't worry, I wanted to add it changed to add a burst heal instead of giving you Immune. But even that had some problems itself, so I did not lean towards rereturning a hall of fame'd card.
Starscryer - a decent addition, but tutoring is dangerous to have in an evergreen set.
Volcanic Potion - good AoE, but it did not fit thematically.
Violet Spellwing - was meant to be the 1-drop for Tempo Mage, but it wasn't particularly interesting, and having an evergreen Deathrattle for mage can be misleading.
Rhonin - same reason.
Wee Spellstopper - probably a bit too toxic to be evegreen, even though Robes of Protection power crept her out of oblivion.
Pyromaniac - not a bad card to be evergreen, but I lacked room for this. Hero Power cards were going to be in the set, but I had no idea how to fit them in.
Daring Fire-Eater - this one was close to make the cut, but obviously I tried to keep [Hearthstone Card (Sorcerer Apprentice) Not Found] to save both modes and not only Standard.
Among many, many, MANY other cards…
Deck Recipes
"Truth is in the shadows, waiting to be revealed by the light. But light only disperses the shadow." - Me
"If other people shared traits of those considered naive, the world would've become a better place." - Also me
Storm of Ashes is literally Avenging Wrath for 1 less mana. Better even, since often you do want to clear with that. I know AW isnt really constructed viable, this certainly would be, especially in Mage. Still, such a card would not be made imho.
Overall i wouldnt mind your proposed changes. Tho i do like the OG Water Ele art better :)
~ Have an idea? Found a bug? Let us know! ~
~ Join us on Discord ~
REVISORY TIME!
So I'm currently going to revise all my sets and apply necessary changes, aswell as increase the amount of cards in the Classic Set to 16 and adding new deck recipes to Class threads.
Overall, I'm happy with the Mage set. It sets out what I wanted it to do by embracing the new strengths and weaknesses. It's also got more in line with the traditional Mage archetype of slinging spells rather than winning by board. It's also got a lot of new archetypes to explore. But I still decided to make small changes. Below are the new cards added.
"Truth is in the shadows, waiting to be revealed by the light. But light only disperses the shadow." - Me
"If other people shared traits of those considered naive, the world would've become a better place." - Also me