New Mage Spell - Sorcerer's Gambit
Submitted 3 years, 5 months ago by
Arthas
A new Legendary Mage Spell, Sorcerer's Gambit, has been revealed!
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A new Legendary Mage Spell, Sorcerer's Gambit, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about United in Stormwind
Head on over to our dedicated guide for United in Stormwind!
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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This is tough to judge, but unless you have something else you plan on doing turn 1, you just play this and hope you get the cards required to make the payoff worth it. +3 spell damage can be nuts!
Hmm hard to judge. This seems really solid in decks that play a more control style (and maybe burn you down late game, comparable to Soul DH?) Of course the deck does need to run spells from 3 spell schools, which isn't that hard. But it's still weird to see this after we got spell school support last expansion/mini set. Also the rewards are pretty nice, after completing the 1st step you draw a card, making up for the "lost draw" in the mulligan. The 2nd reward discovers a spell, meaning that you can probably discover a spell from a spell school that you still need in order to finish the questline.
Honestly these questlines seem so cool, another great take on quests! My only fear is that their going to be too slow, because FACEstone be FACEstone.. :(
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.
It looks good. But is probably unplayable unless there's like massive ton of spells that make up other spells, like Runed Orb. The problem with this card is that there's not really a lot of direct damage from mage right now to take full advantage of the reward. You'll probably be spending cards like runed orb or Fireball to complete the quest because the demands are incredibly inflexible. Like how many fire spells are there that can be casted without a second thought? And before you'd ever cast them you'll probably need to cast something like Arcane Intellect, runed orb, or Cram Session, which will indirectly waste an arcane spell that you need for the second/third questline.
In short, the card looks good in theory, but until we see what mage has (because team5 doesn't print legendaries without card support in the same expansion) the reward is probably impracticable at best.
Trickier to pull off and you use so many spells what do you have left to benefit off the Spell Power.
Still strong though if you do have the spells left to blow up the opponent. You'd probably want to play this, then wait for full crystals and just blow them up. So it's a real slow burn but a good finish.
Casual Dragon Cardgame enthusiast.
First thought: "Oh SWEET! Spell Mage is back on the menu boys!"
Second thought, much much later: "Wait, how hard is it to complete actually?"
With current deck lists of Spell mage, it'll actually come up short more often than not, mostly because the only Frost spell it consistently runs is Brain Freeze and maybe a copy of Ice Barrier, so you're really relying on your discovers to hit any Frost spells as much as you can. Fire is less of a problem, since Combustion and Fireball are given, and Fire Sale looks much better than Flamestrike, but if you're using the Fireballs to complete the quest, you aren't saving the Fireballs to turbo burn your opponent post-quest. Arcane is almost half of the deck, you might as well consider it already completed.
All that said, it ironically just might see play because of the two mid-quest rewards of 1 Draw and Discover a Spell, and don't even bother trying to finish it.
Hey, you heard about that Mario guy?
I fear it will either be too slow and awkward to complete or result in a Discover fiesta which everybody will hate with a passion.
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
Interesting card for sure - but i guess not that easy to complete ? Could be ok but right now i think it will not become a staple in the upcoming meta.
Challenge me ... when you're ready to duel a god!
Calling it now, all these Questlines will be unplayable. they're way too slow and the reward isn't nearly game changing enough (at least not immediately).
MAge can't play Control right now, they are just too frail. Also, we all now how much of a downside it is to open up with a quest on turn 1 instead of doing something useful.
I mean, +3 damage permanent is cool and all but how does it win you the game. at best you get 23 damage with double Fireball + Runic Orb and that's not gonna win against control, nor is it going to be fast enough against aggro.
I tried having fun once.
It was awful.
Totally agree, these quests looks too slow at this meta, but i hope that blizz adds tons of "strong slow" cards that expansion, nowadays the meta is too fast and im bored, all the game are against face decks, highroll midrange decks and... cancercontrolpriest.
By The Holy Light!
Agree, seems very slow. At the stage in the game when you finally get the sweet spell damage +3, how much value is there still to squeeze from your deck?
Can't wait to see if this pans out. Permanent spell damage could be pretty dangerous.
"Be excellent to each other." -Bill and Ted
1 mana for delayed draw 1.... not bad I gotta say. For the end result though... that is going to be a tough one
Something to remember about mage is that, especially in wild, they can generate a lot of cards. Playing 9 spells of specific schools in the right order is tough, but probably not as hard as it sounds. And once you have spell damage +3, unless you are already dead on board you should be able to just blast your opponent to pieces.
If nothing else the queslines will be a lot of fun to experiment with and will inspire a lot of cool deckbuilding.
Carrion, my wayward grub.
I wonder in wild how will the speedrun for this be, or if it will be better than the current burn decks.
5 mana too much mana. for 5 mana you can play mozaki and win the game instead
Looks super fun to play! I guess we'll find out if it's actually going to be any good. One redeeming aspect of this card is that the first and second reward are pretty decent, so maybe not all hope is lost if it takes a while to get to Arcanist Dawngrasp.
Arena > Wild > Standard
Looks like a wild card. There is more than enough spell generation there, and plenty of great spells of each relevant school:
Fire: Flame Ward, Fireball, Combustion
Arcane: Incanter's Flow, Counterspell, Ancient Mysteries, Conjure Mana Biscuit
Frost: Ice Block, Frostbolt, Ray of Frost
While fire could prove to be a problem, there are just enough great spells in wild, that any deck that likes to play fast and a lot of spells (Flamewalker Mage) could probably run this.
A bit tricky to pull of, considering you don't want to play 2 frost spells in the same turn for instance. Really interesting flavour, but let's wait and see what other spells mage gets this expansion
TREMBLE before.... the most legendary dragon that ever existed!
Right now it´s very difficult to judge because the schools spells are very few, and you have to cast 3 of them for each part, so 9 to complete the quest.
Let's wait for the rest of the cards to be revealed
I guess we are getting quests every other year, only this time they've been upgraded to multi-stage questlines to keep it interesting. You might be crippling your deck a bit to have enough cards for each school to complete all the stages, but the payoff should really be worth it.
I will try to be as clear as possible: this card is horrible and unplayable, it's an insult.
The requirement to complete the "quest" is strenuous: play 3 arcane spells, 3 fire spells, and 3 frost spells in an specific order. And the reward? Pathetic: an incredible amount of +3 spell damage!
First of all, that reward isn't that great (you can already get Spell Damage +2 from a common minion nowadays for only 2 mana). Besides, currently in standard, there aren't enough direct damage spells benefiting from that bonus to finish off your opponent. Or, is there any other use for that spell power bonus?
In addition, the quest would be directly impossible to complete if you try to save some specific spells to benefit from the spell damage bonus of the reward... and needless to say that, by the time you completed the quest, you surely have already cast many of the spells in your deck so, how you make those +3 spell damage profitable then? The payoff simply does not worth it and it's too SLOW.
On the other hand, it is curious that now this quest encourages us to use spells from different schools, when precisely in the last expansion, we were urged to do the opposite (focus on only one of them, like Frost).
Another funny thing: the very stupid game developers thought that having to pay ANOTHER 5 mana for getting the reward (and a basic body without taunt, without charge or any other passive effect, something that is very useful) was better than getting the reward outright:
I believe the rigidness of having to play one of each spell class before advancing the quest severely diminishes Sorcerer's Gambit's playability. If the quest read something like "Play 3 of each Arcane, Frost and Fire spells and gain rewards for every third spell played", it would give Sorcerer's Gambit a lot more power while not even reducing the total number of spells needed for the final reward.
That being said, the rewards throughout the quest are still pretty good. I believe the current Spell Mage (a deck that's on a bad spot mostly because it was nerfed twice) will at the very least test this card, even when considering the anti-synergy Sorcerer's Gambit has with Incanter's Flow.
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
9 different spells is really hard to come at some point.
Makes me wonder, is there gonna be a dual school of spell? Maybe Frost and Fire Breath in 1 card?
Or perhaps even a threefold school, like Frost, Fire and Arcane missiles (one that randomly freeze, damage, and devolve? call it rainbow maybe)?
That'll be very nice, and difficult to make.
Knowledge is Power
I really like the outline of this quest, but I'm scared that it is too slow and unreliable to complete. You have to use 9 spells to complete the quest, which is almost a third of your deck. Sure, there are discovers, including in the quest, to help mitigate that, but even then that is a lot of cards to use. And you have to count on being able to draw the controlling spells and utility spells before drawing the burn spells that you include to take advantage of the +3 spell damage. I just feel like it might be a tough road to get all the way there.
Unfortunately, common sense isn't as common as it should be.
Too many hoops... by the time you complete the quests you don't have all that many spells left
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Another predicted achievements task.
Complete 5, 10, 25 Questlines. Or Play an Improved Mercenary Hero 5, 10, 25 times.
Knowledge is Power
Gotta be bad. It's the same old crap where you jump through a lot of hoops and what you get for it isn't fast either. You go slow to go slower.
You'll be lucky to even play the 7/7 before the aggro deck eviscerates you. Pair this with the fact it's unlikely there will be a great enough pool of go-face damage spells and you are looking at a very poor pay off
The Only Constructed Deck Worth Playing:
https://outof.cards/hearthstone/decks/43506-the-only-constructed-deck-worth-playing
I like the idea of Quest Line cards, but I don't like any of them ... yet?
Or maybe I just have a hard time picturing their utility - color me skeptical
Struggle with Heroic Galakrond's Awakening? I got your back :
The quest seems hard to complete, and Mage just doesn't have enough face spells right now to really capitalise on the reward. Might change with more revealed cards though.
It's good but Mozaki Mage is better.
I see this working on the future... Not yet...
Lemushki - The one and only since the 2006 rebranding.
The reward is amazing, and the steps are really easy to fulfill in wild.
Just get a few random discover cards (arcane) and done.
Papa Nurgle wants to share his gifts.
New Quests are bad, this a new Quest and thus bad. Will only see play to complete Quest achievements.
Great reward, but I don't think this gets there.
Chumbawumba is the worst band name.
too slow
I am 69 years old and still reach Legend
I agree that this one might be too slow, compared to other quests that seems to be way faster for equally big or bigger win conditions.
Shouldn't be too hard to complete, and the payoff is quite decent. Not the best of questlines, but not the worst either. It's somewhat balanced, I believe
One of the weaker Questlines I believe, but at least a fun one to build your deck around. Managing what spells you put in is a neat little challenge.
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