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Hearthstone Posted by Created 4 years, 10 months ago Updated 4 years, 10 months ago
Card Reveal
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New Mage & Rogue Minion - Keywarden Ivory

A new Legendary Rogue/Mage Minion, Keywarden Ivory, has been revealed!

Keywarden Ivory Card Image

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Comments

  • A new Legendary Rogue/Mage Minion, Keywarden Ivory, has been revealed!

    Keywarden Ivory Card Image

    Discuss this card below or head on over to the card page to give it a rating!


    Learn more about Madness at the Darkmoon Faire

    Head on over to our dedicated guide for Madness at the Darkmoon Faire!


    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.

  • can somebody remind what are the dual class spells?

  • Perfect for Thief Rogue and any value-oriented Mage

  • Seems very good if I could remember what the dual-class spells are and if they would help. 

  • Maybe a little redundant? After all there are many, cheaper ways that both Classes can get Generated Spells. And a 5 mana 4/5 that's dependent on Spellburst to get good value seems bad to me. 

  • Update: List updated with NEW dual class cards!

    Here's a list of all the dual-class SPELLS with my own rankings on how they would be used if discovered with Rogue or Mage

    • Adorable Infestation - Druid/Hunter - 5/5 Easy to use and plug into any turn where needed.
    • Guardian Animals - Druid/Hunter - 0/5 Hard to use effectively and rogue/mage run very little if any beast synergy.
    • NEW! Resizing Pouch - Druid/Hunter - 6/5 This card is insane.  This is essentially going to be zephyrs in that it will give you some very specific cards at certain mana costs. Namely King Crush.
    • Demon Companion - Hunter/Demon Hunter - 5/5 Easy to use and fill any turn.
    • Soul Shear - Demon Hunter/Warlock - 4/5 Easy to use, could cause small issues with highlander synergy or spell synergy.
    • Felosophy - Demon Hunter/Warlock - 1/5 Poor synergy, the 1 point is purely in the favor of Astromancer's Prime version.
    • Raise Dead - Warlock/Priest - 3/5 - Easy to use and value, however both rogue and mage don't have many healing sources.
    • NEW! Hysteria - Warlock/Priest - 4/5 - Depends on the minion used but this card will definitely see play.
    • NEW! Rally! - Priest/Paladin - 3/5 - 4 cost card that revives your first 3 turns (if played on curve).  Not bad, but worse later on in the game.  Probably not an include in rez/big priests, but otherwise a good curve/tempo card.
    • Gift of Luminance - Priest/Paladin - 3/5 Moderately usable, not a ton of good passive/deathrattle synergies in Rogue/Mage.
    • Wave of Apathy - Priest/Paladin - 5/5 Easy to use, and a good card to discover mid-game to slow enemy boards down.
    • NEW! Barricade - Paladin/Warrior - 3/5 Decent synergy for spell/large decks but could be hard to use for max value.
    • Commencement - Paladin/Warrior - 1/5 Hard to use, many rogue/mage decks don't usually run non-battlecry high cost cards.
    • Shield of Honor - Paladin/Warrior - 3/5 Easy to use, but hard to guarantee a damaged target on board that can attack.
    • Cutting Class - Warrior/Rogue - 4/5 for Rogue.  0/5 for Mage.  Weapon synergy is not prevalent in mage.
    • Coerce - Warrior/Rogue - 3/5 Decent discover card for removal.  Both classes would benefit from easy 3 cost removal.
    • NEW! Nitroboost Poison - Warrior/Rogue  - 4/5 - Easily corruptable, super strong.  Should see play.
    • Potion of Illusion - Rogue/Mage 3/5 - Hard to use effectively at 4 mana, but tons of value if so.
    • Brain Freeze - Rogue/Mage - 5/5 Stall and damage is never bad.  Easy to use for both classes.
    • Devolving Missiles - Mage/Shaman - 5/5 Soft removal, buff removal and 1 cost makes this a superb discover.
    • Primordial Studies - Mage/Shaman - 5/5 Easy to use for extra hand value if low on cards.
    • Lightning Bloom - Shaman/Druid - 4/5 Only reason this isn't 5/5 is simple because mage/rogue don't generally benefit from overload.
    • NEW! Guidance - Shaman/Druid - 5/5 Easy to use, value generation not as constrained by keywords like Primordial Studies.
    • Runic Carvings - Shaman/Druid 2/5 - Decent value but generally a panic choice.

    This is a current list (May not be up to date if more get added with mini-set expansion, but I'll try to keep it updated)

     

  • Her best hits are Devolving Missiles, Coerce, Lightning Bloom, Raise Dead and Brain Freeze while others are borderline horrible or useless. Wand Thief is better imo.

  • It's okay. There are some really terrible rolls (Guardian Animals and Commencement, mainly) but it will generate something useful most of the time. Five mana is a little bit costly so she might not see much play until rotation.

    • Quote From SLima

      It's okay. There are some really terrible rolls (Guardian Animals and Commencement, mainly) but it will generate something useful most of the time. Five mana is a little bit costly so she might not see much play until rotation.

      It has discover, so you'd have to be really unlucky to get something awful.

      By her wording I guess she'll include any future dual-class spells when they come along, which is more relevant than additions to most discover pools because it is so small.

  • I think this will be a great card. Discovering from a limited pool makes the good turns far more consistent.

  • Looking at the list of dual class spells, it's a much better card having Discover rather than random.  That small difference may have actually taken this card from fringe to playable.  Still... there are just enough situational cards that you could potentially whiff.  For example, if I decided to run this in Stealth Rogue and got Guardian Animals, Commencement, and Felosophy as my discover options would be a disaster.  But seeing as those are the only three I would absolutely not want in that deck, so 15/18 are at least usable choices in that example deck so the chance of not getting at least an okay card is small.

  • Good stats and effect even if you don't trigger the spellburst. Nice addition to any player who still plays highlander mage.

  • Seems like a high-rolly card, but a fun one at that. This seems like a fun card, and it has a potentially good spellburst effect. But the thing is, Rogue already uses cheaper cards to generate stuff. (Whirlkick Master, etc.) So i don't know how much actual play it will see. Kinda sad there not using new Dual-class combinations. I hope we'll get some more strong Dual-class cards in this mini set to make Keywarden Ivory worth it.

    STANDARD:

    Rogue: Quest/Burgle Rogue will love this card, but it probably won't see REAL competative play. (I love Burgle Rogue, so i'm looking forward to playing Keywarden Ivory :] )

    Mage: Maybe this will see play in Highlander Mage? Depends if they can find space for it. Otherwise i'm not sure where it will see play. The only other deck that MIGHT consider using it is the Highlander Archmage Vargoth OTK mage deck in order to find some kind of answer? But even then that deck likes having not that many cards in their hand.

    WILD: 

    Rogue: Burgle Rogue will auto-include this, and i it will love using it. ODD-Rogue won't use it, because it's not aggresive enough.

    Mage: Not sure where this will see play. Secret mage won't use this. Actually Casino Mage will love this card! But it will be hard to find space for it. (Speaking out of personal experience :] )

     

  • The pool is small, so if there's something you want out of the list of dual-class spells, you're likely going to get it. 90% of the time you're going to choose a removal spell, and that last 10% would be Raise Dead, and hope not to kill yourself with it.

    But I'm hesitant to call this a must have. Rogue has plenty of removal spells, and the cards offered don't seem to do anything more than what rogue can do itself. Compare this with Wand Thief and what you have here is an oversized discover card that's just too expensive for rogue most of the time.

    • Wow ... before seeing your list, I genuinely thought there wasn't that many ...
      Oh well, its going to make it really hard to fetch for one in particular and will be more like a swiss knife that may deliver, from random time to time.

  • AnonymousUser's Avatar
  • Great card. Discover is a very strong ability, and with such a limited pool, you are almost certain to find something useful. And it shouldn't be too hard to grab that second copy. I really like how this set combines set-specific mechanics.

  • Limited discover pool helps the card a bit; there are only a few whiffs.  I think that it will be better in mage than rouge, because of the large value, though thief rouge will want to run this anyways.  I do like the design though.

  • This is making my skin crawl with the level of abuse that it will see from both Mage and Rogue.  The idea that you can drop and trigger this on T4 with both classes makes my spine twitch.

  • this legendary is more value orientated for control or highlander decks. It's definitely nice value, but there will be situations where all 3 cards discovered are quite bad

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