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Trying out some mage decks but I get faced by face hunter real bad and also the deathrattle rogues are annoying. Basically everything that tries to get out of control before turn 6 is giving me a headache. Probably should add more armor/healing...I have no mage answer to the face hunter yet.
And you might argue it only loses 10% (since its 2 on a total of 20 stats).
Sure stat-wise it is still a great card, spend 5 and get 8-10 (and lose a minion...hopefully that was a 1-1) but the rush part is now less problematic since it will not trade as good as before. Can still remove an 8-8, say, a [card]Mountain Giant[/card]. But basically the card loses 20% value which is a big hit to …
Well I think this is a major nerf. A 1-1 you can ignore and just develop a minion which will almost always trade fine. A 2-1 is more problematic since most early minions for my mage have 2 health (say an apprentice) so HP was always the better option.
Rush can clear one minion. We see a lot of token boards these days since only a few classes have early board clears, and the token generators are in bigger number than the board clears. So that means rush becomes the other option to control/clear the board. It can be removal with a body. But you pay a price, since …
For ppl wanting to punish Shaman you can try a reno mage deck; Apxvoid uses one to crush them.
I goofed around with some mage decks and had great fun. Latest try is a reno-dragon deck which feels really strong. But I also want to try a spell-oriented one with the new legendary. And the rolling fireball works amazing against token decks...fantastic counter to those, and can target big minions as well, so is better than [card]Blast Wave[/card] for …
On [card]Faceless Corruptor[/card]: that is a strong card for token decks. But in my experience I did not have a lot of problems with it since somehow I managed to clear fully a lot until now. And maybe also because [card]Siamat[/card] or reno are such good counters. And it "only" cheats 5 mana, a little less even since one living …
I have been trying out some mage decks and feel quite happy about the power level. Latest deck is a reno-dragon deck with galaxy spell and boy can this baby snowball hard. The dragons give a lot of control and powerful stats on the board and once galaxy is cast its just basically game over; there is no deck that …
My strategy: try out as much new cards as possible, but keep an eye on:
1. distribution (70% of your cards should be lower than 7 mana)
2. removal (single and AOE is needed, except when you go full aggro ofc)
3. silence/anti-weapon/ etc some of those will come in handy always.
4. Heals/armor will not …
I think this card can lead to serious mid-game pressure starting from turn 5. Then mage should be able to land it with at least 2 spells, giving the opponent 3 5-mana minions to deal with. If he is not removed, more will follow the next turn (or another power play is possible) on 6. When Thaurissan was active and …
How will you use [card]Chenvaala[/card], will you play it on 3 hoping it sticks to cast three spells on 4, or do you wait for a later turn to combo it in one go with Apprentice, so on a juicy turn 5 you play SA+Chen+(infinite amount of spells)+Evocation+Cyclone+couple of 5-5s and see your opponent conceide on turn 6.
If …
This is a card intended for mage. He can now play an elemental (=cool) have decent stats on the board (=cool) and [card]Ray of Frost[/card] his own minions without freezing them (=fantastic). So when played in a cyclone/side-quest setup, this might be very useful indeed.
At the same time, opponents of the mage can use this to tech against …
For mage this can be interesting icm with (side)quest. And a mage is not so unhappy with an underwhelming minion on 3, say [card]Messenger Raven[/card], [card]Dune Sculptor[/card]. What's simportant is the elemental tag, and its disruptive potential. You can not ignore a 5-3 on turn 3, and against aggro who are swarming small critters it is a decent body that …
Say on turn 2 with coin you have 6 cards in your hand + coin. If these are apprentice/ray-of-frost x2/giant/magic-trick/elemental invocation
If the ray-of-frost twinspells indeed are considered new then you can do it on turn 2 if you discover a 1 mana spell.
Bummer you then have to wait until turn 4 to do a conjurer's calling …
Compare with [card]Amani War Bear[/card] also rush taunt minion. Can be very useful in some decks.
An elemental could be [card]Violet Spellwing[/card], [card]Mana Cyclone[/card], [card]Cosmic Anomaly[/card], [card]Zephrys the Great[/card], [card]Siamat[/card], [card]Mountain Giant[/card], [card]Ragnaros [/card] to name a few obvious ones.
So this quest should not be that hard to complete, and the reward is very good. But it costs you a slot, and its not as consistent as normal draw. I like the other sidequest …
All decks that are either cyclone or have [card]Archmage Antonidas[/card] will be playing this card. Any 1-mana spell is a free extra fireball later.
And it has synergy with both sidequests so all decks that will have sidequests cards will also include this one. I think mage now finally has the tools (ie 2 good one-drops) to have a …
Great card, can take out a big one and lots of small ones without losing efficiency, and with more control/accuracy than Reno for instance.
Quote From frosthearth Quote From UVE Quote From Zwane Does this scale with spell power?
Yep, if you have 9 cards and +1 spell power, you will deal 10 damage splitted.
At least Spreading Madness works like this.
Beacuse the wording says 'repeat' the effect, …