New Mage Minion - Norgannon
Submitted 1 year, 5 months ago by
Arthas
A new Legendary Mage Minion, Norgannon, has been revealed!
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Learn more about TITANS
Head on over to our dedicated guide for TITANS!
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A new Legendary Mage Minion, Norgannon, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about TITANS
Head on over to our dedicated guide for TITANS!
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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There are ways to set this up so it can possibly survive past its first turn. 0 mana secret + ancient knowledge on 6 probably forces your opponent into gambling an answer out. Then the second turn you can choose unlimited potential to make it to the final point of doing 20 damage to face.
Overall, there's just no way around it. This card is just solid no matter what deck its played in, solely because your opponent will always be required to either win outright from there or kill it, because if for whatever reason this stays alive then you'll likely just win from there.
Only way this card doesn't see play is if the whole class simply doesn't see play.
I am not convinced it will be good. Its immediate board impact is weak. The 5 damage is the best option but then you have removed the later threat from it. Is a 6-mana 3/8 that deals 5 damage good enough in a mage deck? I think that is what it will be most of the time.
Mage struggles to get board control so any board based deck could probably kill it without much trouble and mage's current secret pool offers no protection from existing minions. It needs a lot of support to survive a turn, and getting it to survive two turns seems near impossible.
I suppose it would be at least somewhat situation dependent, but I'm wondering what the best order to activate the abilities would be. Maybe 1 secret, then enemy cards cost 2 more, then 20 damage to face? If it lives that many turns.
If it doesn't get hit with Objection! right out the gate, it needs to be dealt with. If you have secrets in your deck, dropping that Counterspell with this would be a great idea.
That being said, even with the cumulative benefit of each ability comparing this to the Druid Titan, it's kind of lacking in my opinion. You really need to have a solid secret pool set up ready to protect it for a turn.
Counterspell or Objection! alone can at least force some decision making.
Obviously, Im not saying that mage can guarantee its survival. But the mere fact that if it does survive you probably win the game. Plus on the up side, its 8 health 6 mana, and a must kill minion or they lose. I think decks would make space for something like that.
And of course, mage can copy it. But Im not sure if the effects stack outside of the minion itself.
Should be good with Jailer.
MUST-include TITAN for nearly all mage decks. Why? Because this is a must-remove card for your opponent. If your opponent fails to remove it they will take 10 or 20 damage, and the TITAN can also provide some disruption to help you keep it safe.
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.