Unlike Legendaries, there's a lot of generically good Mage spells. Could work in your favor when all three options are good for you, but that only makes it worse when they do guess correctly.
I actually sort of agree with ZachO of Vicious Syndicate on this card, putting Evolve and Devolve on the same card actually makes both effects somewhat awkward to use. Revolve at least was 1 mana so it was much easier to combo with a board fill card.
No one runs this, only shows up because some literally poor player discovered it from Gorilla bots while trying to play their budget Mech Mage/Paladin decks.
I like this, a lot of Imps come in multiples, so being able to swing back from a clear with even more 3/3s that can even juice up a second copy in your hand, Imp Zoo is going to seem impossible to keep off the board.
Bit of a hefty infuse cost, that will feel especially awful when top decked. Probably isn't that bad in decks that have plenty of boards in a card, but still.
Oh boy, I can't wait to copy my opponent's 1/1!
Mutate that comes back again and again and again!
Messy board states makes this worse than Consecrate, but might make the opponent overcommit to trading to avoid getting exploded by a +10/+10 swing.
Probably what pushes Mage back to being the unbearably hard to kill Combo Class again in Wild. Woo...
Unlike Legendaries, there's a lot of generically good Mage spells. Could work in your favor when all three options are good for you, but that only makes it worse when they do guess correctly.
I actually sort of agree with ZachO of Vicious Syndicate on this card, putting Evolve and Devolve on the same card actually makes both effects somewhat awkward to use. Revolve at least was 1 mana so it was much easier to combo with a board fill card.
Finally a payoff for all those 1/1 tokens!...
And bloodlust it is not.
Seems pretty good, might even be good enough to be run in decks that don't go all in on Skeletons.
Mana Wyrm for Imps. That's how you know Blizzard wants to really push an archetype (see also Wailing Vapor)
No one runs this, only shows up because some literally poor player discovered it from Gorilla bots while trying to play their budget Mech Mage/Paladin decks.
Darkest Hour 2.0, and sees just as much play: Doesn't in Standard, completely OP in Wild.
I like this, a lot of Imps come in multiples, so being able to swing back from a clear with even more 3/3s that can even juice up a second copy in your hand, Imp Zoo is going to seem impossible to keep off the board.
If this doesn't get nerfed within the first two weeks, I'm crafting it golden.
Probably much better than Talritha, though I'm not sure if people will be convinced to stop running Hero!Cariel just yet.
A worse Crabatoa is still a very good card.
I'd be surprised that Mage doesn't find a deck to run this, seems especially good in Skeleton Mage with all the generated tokens.
Not excited for a Deadly Shot DR, but at least she has a decent statline.
Everyone wants a Counterspell!
Bit of a hefty infuse cost, that will feel especially awful when top decked. Probably isn't that bad in decks that have plenty of boards in a card, but still.
I'M GOING TO MRRGGLGLG!!!