I think there's less self damage now than during Stormwind, but it would only take five Hero Power uses to get this to 0. Thankfully there's also cards like Flame Imp to help.
Well, the mechs from Sunken City haven't rotated out yet. Mind you, nobody is playing Mech Mage anymore, and I don't think this is going to change that.
I think it's safe to say Blizzard plans to print more elementals for Mage between now and 2025. Otherwise why would this expansion include two support cards for Elemental Mage?
This might be good for playing even more schools than Discovery of Magic offers you. I would assume you would pretty much always forge this to get the 6 damage and two random spells.
Since Mage has access to three schools, it's probably going to be 2 mana at best. Of course you need to play the spell schools first, and this would help draw the spells, but it sucks until after you do so.
The wording is confusing to me. Is it a 4/5 for each spell school with a random keyword, or one 4/5 with a keyword for each spell school. I hope for 7 mana it's the former so that it isn't just a single target that can be easily destroyed.
This certainly looks like a nice effect. The actual Attack is weak as shit, but it could be a 4/3 if there are one or zero minions. Or something like that since your opponent could play minions next turn.
The fact that the only way this takes any damage when attacking is if the target has more than 6 Health is pretty nice. Assuming it doesn't have divine shield. It might even survive for a turn sometimes.
It's probably essential to forge this for the 4/2s to accomplish anything. I'm not completely certain if this will be worth it, but a 4/2 rush each time you cast a nature spell sounds pretty nice.
I guess the good news is, your opponent might have to sacrifice a minion or two to kill this if you managed to get the Attack up to 5 or 6. Probably doable. Forget about hitting face with this.
1 mana to maybe kill a big threat, and all you need to do is sacrifice something like an imp token? Yeah, that sounds pretty good.
I think there's less self damage now than during Stormwind, but it would only take five Hero Power uses to get this to 0. Thankfully there's also cards like Flame Imp to help.
I suppose this would be a card for a big deck since the more stat the card you discover has the better.
Well, the mechs from Sunken City haven't rotated out yet. Mind you, nobody is playing Mech Mage anymore, and I don't think this is going to change that.
I think it's safe to say Blizzard plans to print more elementals for Mage between now and 2025. Otherwise why would this expansion include two support cards for Elemental Mage?
This might be good for playing even more schools than Discovery of Magic offers you. I would assume you would pretty much always forge this to get the 6 damage and two random spells.
Two of these will bring the spell school count to five, which makes Sif, Elemental Inspiration and Wisdom of Norgannon significantly better.
Looks like a very nice Elemental Mage card. I don't think Elemental Mage is going to be a thing this expansion.
Since Mage has access to three schools, it's probably going to be 2 mana at best. Of course you need to play the spell schools first, and this would help draw the spells, but it sucks until after you do so.
The wording is confusing to me. Is it a 4/5 for each spell school with a random keyword, or one 4/5 with a keyword for each spell school. I hope for 7 mana it's the former so that it isn't just a single target that can be easily destroyed.
I imagine this will be useful as part of a finisher since it won't survive very long.
I guess this is support for Overload Shaman. Probably not living for long, but it could be worth it even if it only discounts one card.
Definitely not bad. Also it's support for Overload Shaman, though a bit expensive for overloading a bunch in one turn.
Another payoff for playing nature spells. I think there's enough nature spell generation that it wouldn't be hard to get this down to 2 mana or less.
This certainly looks like a nice effect. The actual Attack is weak as shit, but it could be a 4/3 if there are one or zero minions. Or something like that since your opponent could play minions next turn.
The fact that the only way this takes any damage when attacking is if the target has more than 6 Health is pretty nice. Assuming it doesn't have divine shield. It might even survive for a turn sometimes.
Seems like it would be good with Champion of Storms if you can keep it alive for another turn. If not, well, discounted cards are always good anyway.
It's probably essential to forge this for the 4/2s to accomplish anything. I'm not completely certain if this will be worth it, but a 4/2 rush each time you cast a nature spell sounds pretty nice.
Looks like they're trying to add more support to Overload Shaman. Definitely a good payoff for overloading at any rate.
I guess the good news is, your opponent might have to sacrifice a minion or two to kill this if you managed to get the Attack up to 5 or 6. Probably doable. Forget about hitting face with this.