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.
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 Mountain Giant. But basically the card loses 20% value which is a big hit to take for a card.
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 the rush tag means its stats are reduced. So often its only early/mid game useful. Exceptions are Zilliax and Siamat of course since they have rush and divine shield which basically can yield a free removal. And we now have the new dragon as well Evasive Wyrm.
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 Blast Wave for removal, and does not hurt your own minions, which is always nice :).
On Faceless Corruptor: 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 Siamat or reno are such good counters. And it "only" cheats 5 mana, a little less even since one living minion is lost in the process. With conjurer's calling/khadgar I can cheat a lot more, not to mention galaxy spell which can now be cast at turn 5 with coin and a dragon in hand and no tempo loss. I have not lost a game when I could do this at turn 5.
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 can handle the extreme value explosion after that.
On a side note: I once faced Murozond the Infinite in a turn where i used Conjurer's calling twice (was the only thing I did that turn). So this spell is cast again two times...but on random minions, and since I had 3 of them and he had only 1, my minions are hit twice again lol insta conceide following. Fun card though.
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 played on 5, opponent had to remove it or suffer. And this coupled with 2 5-5s will generate a lot of threat. In a cyclone turn coupled with Apprentice and more than 2 spells this will be insane.
How will you use Chenvaala, 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 you add the spell that adds the 2 0-2 taunts you might also use the Sea Giant which then at the end of your train are probably at 0-cost if your opponent also has some minions on the board still. Not very likely due to all your spells cast, but just a thought. They are not elemental nor dragon though, but could be a free 8-8.
This is a card intended for mage. He can now play an elemental (=cool) have decent stats on the board (=cool) and Ray of Frost 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 mage's various freeze spells/effects. But this is very specific for one or two classes. I am also curious if it can unfreeze already frozen minions, since that would be a lot more interesting.
For mage this can be interesting icm with (side)quest. And a mage is not so unhappy with an underwhelming minion on 3, say Messenger Raven, Dune Sculptor. 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 can trade, even if it is only 2-3. So I see it as an option for a deck that plays the side-quest and wants to have as much elementals as possible.
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 of mage more.
All decks that are either cyclone or have Archmage Antonidas 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 consistent one-drop to contest the early turns with something more than just hero power.
And even hand-mages with Mountain Giant are happy to play cheap cards that generate one so hand-size keeps growing. Only N'zoth decks will be not so happy but that will be wild territory again.
Beacuse the wording says 'repeat' the effect, I believe if the minion with spell damage dies while the spell is going off, it will revert to 1 damage for the rest of the cards in your hand.
I would say the repeat is an indication that the spell damage will be applied for each repeat giving you 9x2 damage for instance. Most of the time, your base dmg printed on the card gets increased, also visually, so this would mean that the 1 is increased to 2 for instance, yielding a multiplicative factor and not an additive one.
What happens when your spell damage increase minion dies during the spell I don't know but I guess your spell damage is then gone so it will do normal dmg for the remainder of the spell, since spell dmg is a "bord state" attribute.
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 Mountain Giant. But basically the card loses 20% value which is a big hit to take for a card.
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 the rush tag means its stats are reduced. So often its only early/mid game useful. Exceptions are Zilliax and Siamat of course since they have rush and divine shield which basically can yield a free removal. And we now have the new dragon as well Evasive Wyrm.
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 Blast Wave for removal, and does not hurt your own minions, which is always nice :).
On Faceless Corruptor: 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 Siamat or reno are such good counters. And it "only" cheats 5 mana, a little less even since one living minion is lost in the process. With conjurer's calling/khadgar I can cheat a lot more, not to mention galaxy spell which can now be cast at turn 5 with coin and a dragon in hand and no tempo loss. I have not lost a game when I could do this at turn 5.
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 can handle the extreme value explosion after that.
On a side note: I once faced Murozond the Infinite in a turn where i used Conjurer's calling twice (was the only thing I did that turn). So this spell is cast again two times...but on random minions, and since I had 3 of them and he had only 1, my minions are hit twice again lol insta conceide following. Fun card though.
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 hurt either.
5. Draw: without draw your new cards will not show up most of the time.
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 played on 5, opponent had to remove it or suffer. And this coupled with 2 5-5s will generate a lot of threat. In a cyclone turn coupled with Apprentice and more than 2 spells this will be insane.
How will you use Chenvaala, 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 you add the spell that adds the 2 0-2 taunts you might also use the Sea Giant which then at the end of your train are probably at 0-cost if your opponent also has some minions on the board still. Not very likely due to all your spells cast, but just a thought. They are not elemental nor dragon though, but could be a free 8-8.
This is a card intended for mage. He can now play an elemental (=cool) have decent stats on the board (=cool) and Ray of Frost 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 mage's various freeze spells/effects. But this is very specific for one or two classes. I am also curious if it can unfreeze already frozen minions, since that would be a lot more interesting.
For mage this can be interesting icm with (side)quest. And a mage is not so unhappy with an underwhelming minion on 3, say Messenger Raven, Dune Sculptor. 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 can trade, even if it is only 2-3. So I see it as an option for a deck that plays the side-quest and wants to have as much elementals as possible.
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 on it :) Might be better to wait until turn 3 then lol.
I am sure this card will create some rage quits here and there.
Compare with Amani War Bear also rush taunt minion. Can be very useful in some decks.
An elemental could be Violet Spellwing, Mana Cyclone, Cosmic Anomaly, Zephrys the Great, Siamat, Mountain Giant, Ragnaros 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 of mage more.
All decks that are either cyclone or have Archmage Antonidas 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 consistent one-drop to contest the early turns with something more than just hero power.
And even hand-mages with Mountain Giant are happy to play cheap cards that generate one so hand-size keeps growing. Only N'zoth decks will be not so happy but that will be wild territory again.
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.
I would say the repeat is an indication that the spell damage will be applied for each repeat giving you 9x2 damage for instance. Most of the time, your base dmg printed on the card gets increased, also visually, so this would mean that the 1 is increased to 2 for instance, yielding a multiplicative factor and not an additive one.
What happens when your spell damage increase minion dies during the spell I don't know but I guess your spell damage is then gone so it will do normal dmg for the remainder of the spell, since spell dmg is a "bord state" attribute.