Even as a tech card though, seems too underpowered. The body itself is understated and is not tradeable. The locations themselves, barring as acting as critical combo piece, aren't amazing. So IMO this doesn't warrant a card slot.
Not a bad card, will likely see play. But I see it more as a 2 mana deal 3 card with an occasional upside.
Depending on the deck, I find it hard to fulfill the condition consistently:
1. This needs to be in your hand
2. 3 friendly minions need to die while this is in your hand
3. You do not find yourself in a situation where you need 3 damage immediately (in other words, be in a situation that you can afford to hold onto this for the secondary effect).
Definitely core in mech mage for gas. Drawing a minion while developing a 3/2 body is very good. Flexible enough that you can pick burn instead of mech as a finisher.
A very high premium on a a tutor, but very justified IMO. Especially if those tutored cards are the deck's wincon. Very good synergy with Vanndar Stormpike where it needs to be the cheapest card anyway. This will vastly improve the consistency of a big DH deck.
Of course, outside of decks built around it, drawing 2 for 4 is very inefficient.
+2 Damage won't matter too much for the first AOE, but they are vital for the latter 2 for changing the health breakpoints. They are low cost too so they can combo well with this card.
The first 2 wont matter much, but combos better with the latter 3. I doubt you will run this for the armor effect alone, but it can definitely help in desperate scenarios when that added health will change the breakpoint.
lol, surprisingly not a lot. Though I'm sure there will be more nature spells in the 2 years this is in standard. Mana reduction is premium in this game. If they print more nature burn spells in the future, this can combo well with Bioluminescence. If you can set up a board prior, drop this, then Bioluminescence, then unload your nature burn spells which have spell damage and are discounted.
Can find use in Questline hunter if they somehow incorporate Nagas into their builds. Otherwise this is Arcane Shot win an upside. Honestly not the worst.
On one hand, this is a powerful disruption tool. Dropping this vs a combo deck (or any deck that relies heavily one card like Kaz decks), can win the game outright. A very strong tech card.
On the other hand, though the disruption is very strong, this needs a lot of support to work. I liken it to a Quest rogue in terms of a build around. You will need to include as much pirates in the deck to make it consistent (like SI:7 cards to quest rogue). However, unlike the quest reward, this card does not seem like a win condition in itself. Though I'm sure the talented deckbuilders out there will make this work. Maybe some Shadowstep, Tenwu of the Red Smoke, Shadowcrafter Scabbs shenanigans to convert this to a win con card (similar to tick lock)
Feels like a druid card lol. The empty mana crystals is a good balance so at least the pop off fueled by this card will be in the later turns. Since priest has no ramp, this can't be done earlier. Or least less effective the earlier it's executed.
I think this will not see much play in a 4 set meta, but I feel this card will annoy me sometime in its 2 year stay in standard.
You don't get to pick the discover when case from Iceblood Tower right? That's a lot of potential to whiff even on the best case scenario. Only silver lining is there are a lot of big dragons so chances to get a pile of stats on board is are good.
Will likely see play in control warrior (removal + taunt) as they run enough armor gain to make this worth it. Outside of that archetype, I have trouble seeing this card see play.
Not sure if you play standard or wild, but consider the other mode if you don't play both. Chances are you will have a low MMR on the mode you don't main. Play that mode, when you face a meta deck, just concede. Repeat until you find a match you enjoy.
TechW lol.
Even as a tech card though, seems too underpowered. The body itself is understated and is not tradeable. The locations themselves, barring as acting as critical combo piece, aren't amazing. So IMO this doesn't warrant a card slot.
Reminds of Boom Bot of old. Swap 2 instead of 1, and remove the variance.
Not very good in a vacuum, but looks interesting in the KT deck.
Not a bad card, will likely see play. But I see it more as a 2 mana deal 3 card with an occasional upside.
Depending on the deck, I find it hard to fulfill the condition consistently:
1. This needs to be in your hand
2. 3 friendly minions need to die while this is in your hand
3. You do not find yourself in a situation where you need 3 damage immediately (in other words, be in a situation that you can afford to hold onto this for the secondary effect).
Dang, they moved the free merc to the third task.
Damn lol.
That brode rap and what people did to that rap was really something.
Definitely core in mech mage for gas. Drawing a minion while developing a 3/2 body is very good. Flexible enough that you can pick burn instead of mech as a finisher.
A very high premium on a a tutor, but very justified IMO. Especially if those tutored cards are the deck's wincon. Very good synergy with Vanndar Stormpike where it needs to be the cheapest card anyway. This will vastly improve the consistency of a big DH deck.
Of course, outside of decks built around it, drawing 2 for 4 is very inefficient.
As others have mentioned, the fact that this can hit face makes this more valuable than I initially thought.
I'm prolly rating this a bit higher than most, but this is a board refill in 1 card. There can be value in that.
I like this card, very flexible.
Let's look at the known spells in standard:
Fire
Don't Stand in the Fire!, Perpetual Flame, Scalding Geyser
+2 Damage won't matter too much for the first AOE, but they are vital for the latter 2 for changing the health breakpoints. They are low cost too so they can combo well with this card.
Frost
Glaciate, Snowball Fight!, Bracing Cold, Frostbite, Windchill
The first 2 wont matter much, but combos better with the latter 3. I doubt you will run this for the armor effect alone, but it can definitely help in desperate scenarios when that added health will change the breakpoint.
Nature
Charged Call, Chain Lightning (Rank 1), Bioluminescence
lol, surprisingly not a lot. Though I'm sure there will be more nature spells in the 2 years this is in standard. Mana reduction is premium in this game. If they print more nature burn spells in the future, this can combo well with Bioluminescence. If you can set up a board prior, drop this, then Bioluminescence, then unload your nature burn spells which have spell damage and are discounted.
Nice the return of Mech Mage. Been so long since GvG.
I would like mage to have a tempo deck, I'm so tired of all the RNG shenanigans.
Can find use in Questline hunter if they somehow incorporate Nagas into their builds. Otherwise this is Arcane Shot win an upside. Honestly not the worst.
A bit of a weird one for me.
On one hand, this is a powerful disruption tool. Dropping this vs a combo deck (or any deck that relies heavily one card like Kaz decks), can win the game outright. A very strong tech card.
On the other hand, though the disruption is very strong, this needs a lot of support to work. I liken it to a Quest rogue in terms of a build around. You will need to include as much pirates in the deck to make it consistent (like SI:7 cards to quest rogue). However, unlike the quest reward, this card does not seem like a win condition in itself. Though I'm sure the talented deckbuilders out there will make this work. Maybe some Shadowstep, Tenwu of the Red Smoke, Shadowcrafter Scabbs shenanigans to convert this to a win con card (similar to tick lock)
Feels like a druid card lol. The empty mana crystals is a good balance so at least the pop off fueled by this card will be in the later turns. Since priest has no ramp, this can't be done earlier. Or least less effective the earlier it's executed.
I think this will not see much play in a 4 set meta, but I feel this card will annoy me sometime in its 2 year stay in standard.
Seems weak.
You don't get to pick the discover when case from Iceblood Tower right? That's a lot of potential to whiff even on the best case scenario. Only silver lining is there are a lot of big dragons so chances to get a pile of stats on board is are good.
Shield Slam on a stick.
Will likely see play in control warrior (removal + taunt) as they run enough armor gain to make this worth it. Outside of that archetype, I have trouble seeing this card see play.
This feels like weaker Perpetual Flame. 5 Mana + 1 overload is a lot for a spell that can't go face.
I feel this will only be decked as fire spell for Multicaster and as a AOE redundancy card. Will prolly see more play as a discovered card.
Too late already did lol.
Yeah can confirm game crashed :)
Is this just me?
When I open the training grounds, it shows mercs that I don't own but have enough tokens to craft. Is this intended?
Not sure if you play standard or wild, but consider the other mode if you don't play both. Chances are you will have a low MMR on the mode you don't main. Play that mode, when you face a meta deck, just concede. Repeat until you find a match you enjoy.