Most here are personal takes from someone who has experience from both play with and against a good Variety of mage decks(including non meta mage decks).
Some objectives with those changes would be depolarize quest mage matchups a little(It still supposed to win what It should win and lose what It should lose but nowadays the numbers are overhelming) and open space to other mage decks by changing cards that mostly would not be able to be change alone.
- Change Quest mage final reward effect to +2 spell damage.
This targets the late game of Quest mage and while some cards in the deck gonna get actual buffs(mostly burn damage) this gonna still be a huge deal for decks like big Warrior that actually play minions but start doing later in the game.
That way remove big Minions after the Quest completion gonna be more dificult and Cram session interaction with this deck will be toned down.
- Rework flurry from being a 0 mana spell that freezes a enemy minion by each rank to a 3 mana spell that freezes 2 enemy characters by each rank.
This spell is the main reason of why people feel that not play minions against Quest mage is a good plan despite of some lists cut It.
And this sensation will never stop while they can Prevent the mage from casting most Frozen School spells by doing this.
On the counterpart the spell had it’s cost increased to not make the deck even faster and it’s effect levelled up to it’s new cost Just in case someone wanna try it out of Quest mage.
- Runic orb and ignite should do 3 damage.
Those spells sustain other decks that aren’t only quest mage and be able to buff they without give Quest mage even more power to close the game is a huge deal for many other strategies for the class.
- Babbling book should be a 1 mana 2/1 minion instead of a 1 mana 1/1.
While some people dislike random card generation we have 2 facts here:
Mage play patterns are too linear nowadays.
Mage early game minions are lacking offensive Power by themselves.
If you not like linear games and not like mages that not play minions you want a babbling book buff.
- Nobleman costing 2 mana instead of 3.
This card has not only a healthy amount of randoness but also a effect that lead to many different possible decisions.
It really benefits everyone and not only mage decks to have it being actually strong despite of mage benefit a little more because only spell heavy decks have a big draw Power in the class.
And this is how you make mage healthier with as less changes as possible.
It’s an interesting take. I’m no card designer so I don’t really know if your ideas are sound or not.
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I strongly agree on 1, maybe 4 too. Flurry, runic orb and ignite seem fine to me. Nobleman could get a stat boost instead of mana reduction. But overall I’d rather mage get a new anti-aggro card in the miniset alongside the quest nerf.
AHEM you are no card DEVELOPER because these are all development suggestions. Minami should apply for a job!
just prevent spells that didn’t start at 0 from going to 0 mana 90% of the problem is now solved.
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Only If you consider hearthstone a gigantic problem instead of a game.
just make quest rewards shuffle into your deck instead of being put in your hand.
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Very simple balance to mage and other classes for that matter.
No spell can be reduced below 1 mana.
Make mana mean something again
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Everyone read card costs as barely suggestions nowadays despite of the class.
Create a global rule because of someone pet peeve is bad.
And If It isn’t a global rule but Just some dumb rule for mage cards it’s even worse because it shows how much unaware you are.
In other words the primary power throttling mechanic of the game is now “barely suggestions”?
I feel like you’re making our point for us: that is exactly the problem and it is a design, not development, concern. Also worth pointing out that free cards / infinite combo shenanigans are definitely way more common/egregious in Mage than any other class.
This (free spells / infinite combos) is dangerous design space and I really hope Blizzard backs out of it, that’s how I hope they address it at least.
And should be adressed case by case.
Mana cheating is actually fun and while i can understand some people feelings It is integral part of what made hearthstone an actual sucess.
RNG and mana cheating.
Being the game that has no fear of getting “stupid” in pro of make people think is hearthstone identity.
Infinite cards, mana cheating , RNG.
Because when you go there and dose they correctly they end being the spice that makes the game actually better.
The barely Idea that you can play a hearthstone match and understand how a matchup gonna play from the start until the end is what is actually bad and makes people stop playing.
If people are going so crazy on something that you are seeing It almost every match it’s probably when you take a look on It because It is doing what i said above.
That’s awesome, glad you like it! I enjoy mana cheating too, I have a big demon DH that is pretty fun to play. Mana cheating to the point of cards costing zero is a line that shouldn’t be crossed IMO, but we can agree to disagree on that one 
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Sorry but a card costing 0 gives people a complete different of cards costing 1.
It Just not feels rewarding when you still have to pay.
That to not say that cards are also resources and we are probably a little draw heavy but this can’t be corrected without actual card rotation.
Last time blizzard “tuned down” something was this freaking witch hunt to RNG effects that had this result so i really not looking forward for they to “tune down” anything else.
Based on the VS report, it doesn’t look like Mage needs to be addressed at all. Why would they need to address a tier 3 deck that has a below 50% win rates?
The only reason it would need to be addressed is because of popularity, not because of power. All these people hating on Quest Mage just need to get over it. The deck isn’t really that good.

This is the only answer for many here trying to reason with such a mindset is pointless.
Because fun is subjective and you can’t reason away opinions?
So now fun is subjective , i indeed agree with that its just a pity that you forgot that a few posts ago when you complained about it .
You are a walking paradox , theres either multiple persons using that account or you can have a dialog all by yourself.
I will leave you to it .
Take care.
And It gonna explode in popularity every single launch and get a nerf so one can “compete” using It every time.
We are in this ridiculous loop for a good time now. It needs to adressed in a way that it stops happening.
You gonna like to never be able to enjoy any expansion launch again ever because of people spamming mage?
If you not gonna like it the way the class is being designed needs to change.
Lol well ask the people who are rage quitting because they keep getting frost nova frost nova ice block ice block OTKed to death - is that a rewarding experience? I get it you enjoy the OTK popping off stuff, and that’s great, but it’s a very polarizing experience that will kill the game eventually unless they start nerfing/banning stuff in a big way, ideally paired with a positive vision for where they want to take the classes that rely on that stuff in the future.
The main point I was trying to make is that you can have mana cheating without infinite combos, they are different things. We are both pro-mana cheating but we differ at infinite combos. That’s fine, but the history of eternal format development, past CCG research (focus group testing, player data) and my own personal experience of playing these games for 25+ years all paint a pretty clear picture of infinite combos as a regular occurrence generally being something to avoid when designing a card game. The experience of staring at an empty board for an entire game while sitting through an endless barrage of one-way interactions until you eventually get OTKed in a way you were never going to be able to participate in, let alone prevent (and feels 100% like cheating to new players, I have seen it happen many times), is literally the worst CCG experience I can imagine and if Blizzard is reading these forums at all I guarantee you they are thinking about making more changes as we speak. Just look at how many times they’ve had to nerf mana reduction cards over the last year alone… and people are still complaining about it constantly.
Anyway, I agree they should be in the game just not nearly as accessible as they currently are. We’re talking about 40-50% winrates but IMO they should be in the low 20s. You don’t need to win half your games to get your clips or see it happen or whatever, but that stuff shouldn’t be a thing at serious tiers of the game. And I don’t mean legend, I mean as a regular occurrence while climbing (which nova/block/OTK is very much a part of currently). All IMO obviously.