Arcanist Dawngrasp and why I don't think it's good

I hadn’t looked at it that closely but yeah, when “Discover one” seems to be directly referencing a Fire/Frost/Arcane spell, it does look that way.

It’s possible that they used that wording to avoid hitting another line of text with “a Spell” instead since it wouldn’t have fit, but I prefer the idea that the 2nd Quest helps finish the 3rd.

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Or is it one of each?

Well it definitely would include that text if the effect was there lol. I think we’ll just have to settle with 1 card.

August can’t come soon enough.

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It would be too powerful if it were one of each. At least compared to the other quest we’ve seen.

I would read it as one of each.

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It is decidedly ambiguous, isn’t it?

I would think that would be a better reward more in keeping with the idea of the quest.

What Mage needs for this card to work is time and that comes in form of sustain and good control tools.
They seem to be trying to give a boost to that so far its not enouth but the promise is there.

Common · Minion · United in Stormwind · Battlecry: Restore Health to your hero equal to your hand size.

Common · Spell · United in Stormwind · Tradeable Deal 3 damage to all minions.

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for the love of god man, is the antisynergy with freaking deck of lunacy your argument for the card not being good?

The card is very good, the requirement is reasonable, permanent spell damage plus 3 can activate very strong plays both ofensivey and defensively, can give you a big edge mid and late game, to the point i doubt i even need to explain it. And of course the 7/7 is sweet too.
The only way this card isn’t good is mage being too weak for this effect to matter, but if mage is half descent this card is gonna be amazing

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both these cards are pretty garbage tbh

Fire Sale is actually a fairly reasonable spell. It’s a Hellfire that doesn’t hurt either player and you can shuffle it back in if you don’t need it right now. Also, it’s one of 3 reasonable Fire spells for the Mage Questline (Combustion and Fireball being the other two).

Wildfire doesn’t fit the deck at all, Flamestrike is very slow to come online and Grand Finale is just not worth it unless you’re desperate for a Fire spell off a Discover effect.

the thing is if the quest card is gonna work it’s gonna be in a tempo deck, you would rather have cheap removal like brain freeze or devolving misiles so that you can develop along side it. 4 mana to damage your own board doesn’t get you tempo.
I know many people expect that quest to be part of controly decks since it takes time to set up and 6 mana total, but it’s gonna work better in a deck that fights well for tempo and uses this card to get an edge or get across the finish line.
Mage as a class, with the exception of very few specific eras, uses tempo as it’s survivability tool, it’s not the kind of class that can get away counting on this kind of control.

The main issue is: You can’t get away with having just 4 Fire spells total in your deck (Combustion + Fireball) and beyond those only Fire Sale is moderately worth playing in a Questline deck. Wildfire doesn’t do anything for it (except provide 1 Fire spell for a step) and the last two are 7 and 8 mana respectively.

Mage just doesn’t have enough Fire spells in Standard to not play Fire Sale in a Questline deck.

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i was hoping we are gonna get some good firespells in the expansion. Honestly if there aren’t enough good spells to get it online, it might be a weakness for the card on it’s own

Yeah, I appreciate the +3 spelldmg is for the rest of the game, but by the time you get that bonus it’s going to be lategame, you want that bonus to finish the game for you, and there seem to already be better options (i.e.the 2 mana elemental which seems a LOT more straightforward).

Unless we’re in some extreme control neta where every game goes to turn 15 this quest is just going to be too slow imo.

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Mage was king of Control for years thats just not true.

I don’t see how you get the full quest value unless the meta is super control heavy, vs aggro decks you don’t even want the quest in your muligan.

Also you need pretty perfect draws with drawing the right spell types in order that also fit your opponent’s boards.

It confuses me when people say wildfire doesn’t fit in decks. Sure, you may not want the full package but “deal 2 or 3 to any target” is an amazing way to fill out your mana gaps during turns and grind away opponent in longer games. It’s brutal when you discover a third.

It also seems pretty mandatory for the quest right now, given the cards we have so far.

Well it’s just kind of a slow card. Like 2 mana do nothing turn 2 can be pretty detrimental if you aren’t a control deck.

4 mana do 2 damage is pretty slow as well.

As a Mage you can only afford a 2-mana “do nothing” play if you’re willing to concede against aggressive decks.

And since the deck already looks like it will be good against (non-Armor) controlling decks without doing anything but save 2x Runed Orb + 2x Fireball for 28 burst damage after getting Dawngrasp, spending a card and 2 mana just to progress your Questline doesn’t seem as useful as doing just about anything else the deck could do.

But you’re welcome to prove me wrong once the expansion is out.

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waaaaait a moment. I just realized, you don’t start with “reach the portal room”,right?. You need to finish the questline 3 times in order to get arcanist, aka cast 3 fire, three frost and 3 arcanspells to get it?
Wow, that’s terible. At first i thought you start with “reach the portal”, so you would get the arcanyst with only casting one of each,that’s why i thought it was good, but casting them x3 is too expensive.
Nevermind what i said earlier, the card sucks.

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