Hunter gets secrets. Mage gets almost nothing

Ideally, every class should have at least one viable deck. I dread No Minion Mage, however, especially considering it’ll result in the deck being killed again, ultimately.

Disingenuous argument that makes no sense considering all Mage archetypes have a nerf bullseye on their back.
It doesnt matter what type of deck it is, if its playable even at tier 4 its not safe from nerfs.

So take that logic and go apply it to other classes, this is Mage town and we dont play by the same rules.

Hate on the deck all you want many above to do so, keep your pity dread .
Mage getting nerfed is like the sun rising every morning.

1 Like

Inaccurate, perhaps, disingenuous, no.

Disingenous 100% because you are trying to sugarcoat you stance , like you give a damn the deck gets nerfed or not.

Its valid to have your preferences that can respect, had you said the deck should burn in hell fire i would have no quibble with.

Just dont try to pass it as a concern for the class.

1 Like

Seeing the other mini set releases makes me wonder if mage will ever be competitive again.
What they got in comparison to other classes seems really weak.

1 Like

What do you think my preference is?

To clarify, at first blush, my thinking was that from my perspective, players in the past have seemed to hate No Minion Mage more than any other such deck. Maybe Quest Mage? That’s why I said what I said, not exactly because I dislike the class (I play it frequently when viable), not really No Minion Mage, although its playrate can impact how jaded I might become toward it. Nevertheless, sure, every mage deck gets nerfed, any remotely viable anyway. I would imagine there’s variation in the frequency of those nerfs, but I can’t say.

While I should have thought deeper on my comment, I wasn’t being insincere, but too obvious (as you say we should predict nerfs for mage decks in general) and not broad. enough.

I don’t know her.

20char

Why not bring back an old mechanic such as Inspire but put it in a safe spot like a Board enchant. IDK what you’d want this to cost to play but something like : “Whenever your hero uses its hero power, draw 2 cards. Lasts 3 turns.”

If this were a thing, I could see my HP mage becoming a much bigger threat:)
Vulnerable to Mill, perhaps?

Sadly, this is quite true based on nerf history over the past six or so years.
Even now, the mini set does nothing that will make mage viable and yet; I can reliably predict that someone will make a thread soon crying for nerfs because they lost to some wanky one-off deck.

I imagine that these cards won’t do anything for mage, and it will remain tier 4 until the next full release at the soonest.

Yeah it’s hard to evaluate vanilla mana. I’d say that it seems like discover in hearthstone is about -0/0 or vanilla (3 mana 3/4 paparazzi, no play), vs the -1/1 or -2/2 of before.

A 2 mana deal damage to a minion card could probably be 4-5 damage fine. I wonder if with past mozaki incidents if a 1 mana deal 1 twinspell could be problematic if snake oil(?) was though.

2 mana deal 3 is too vanilla. 2 mana deal 4 might be good burn.

2 Likes

I’m certainly no card designer, but in wild, mage simply cannot compete running anything other than slot machine play and pray.
Even then, you are going to lose much of the time.
Luck only goes so far.
I would love to see an effective draw card that stands up in today’s HS given to the class.
Truly effective, universal draw would recreate some good decks for the class. (I think.)
Others get effective cards that draw and do other things all in one.
Mage either does not, or the cards get costed too high to be good.
And far too often, Mage only gets RNG as the win condition.
I would love a real explanation for why that is.

1 Like

For what it’s worth. While the infinite looping turn definitely got shot in the leg. I’ve still seen inklings of wild mage still retaining quest in legend.

Don’t think it’s #2 legend anymore, might just be d5-legend on the climb. But it’s a nerfed #2 deck with infinite turns and ice blocks.

Now the infinite turns are taken away, i think it had a new value otk or some kind of finisher but i forgot it.

I think it’s a new list, so i wouldn’t discount mage out of d5/legend in wild yet, nerfed or not. 1 free turn is still very powerful even in a nerfed deck. And i can’t remember / didn’t see the spell looping guy in the guy i ran(??), but the game ended.

I think they might have stopped the renathal reno variant and started doubling up on ice blocks + alibis ± more proactive plays and threats but im not sure.

I still know Arcane giants + naga giants ± celestial projector(??) 2 mana 3/2: add a copy of a 0 mana 8/8 giant to your hand ± Stormwind battlemaster 6 mana: 5/5: adjacent minions have windfury can be a thing. That’s 32-48 potential damage right there.

But i don’t think there’s been any re - rerefined modern lists i’ve ran into yet. Kinda the paradox of wild, spellgiant rogue was a deck that always could have existed but didn’t have any one try to build it until yogg came out.

Then when 0 mana shadowstepped mc yogg was nerfed. Turns out the deck was still good.

Maybe mage might be like that. I think it still has old and past otk combos and legs for legend, but it probably might need like a 1k-20k test dust refinement phase to be picked up by someone capable of deck building and testing/refining.

Which will not be me, because i am not spending 30k + 10-20k on a testbrew mage rn… gotta throttle the scarce f2p dust. :sweat_smile:

Oh hey, speak of the devil.

Someone hit rank 11 (early legend May 7th) with… I crap you not. Wild Hero power mage of all things.

https://twitter.com/glormagic/status/1787499967386636437?

Im sure the pilot matters for legend though.

Their deck code.

Rank #11 HP Mage

Class: Mage

Format: Wild

2x (1) Shivering Sorceress
1x (1) Sir Finley, Sea Guide
2x (1) Wildfire
1x (2) Audio Amplifier
1x (2) Garrison Commander
1x (2) Mad Scientist
2x (2) Rewind
2x (2) Sing-Along Buddy
1x (3) Brann Bronzebeard
2x (3) Frost Nova
2x (3) Ice Block
2x (3) Nightcloak Sanctum
1x (3) Prince Renathal
1x (3) Reverberations
2x (3) Solid Alibi
1x (4) Commander Sivara

1x (4) E.T.C., Band Manager

  • 1x (0) Flurry (Rank 1)
  • 1x (2) Grizzled Wizard
  • 1x (5) Emperor Thaurissan

1x (4) Lorekeeper Polkelt
2x (4) Multicaster
2x (4) Potion of Illusion
2x (4) Reckless Apprentice
1x (4) Varden Dawngrasp
2x (4) Volume Up
1x (5) Mes’Adune the Fractured
2x (5) Sleet Skater
1x (7) Magister Dawngrasp
1x (8) Mordresh Fire Eye

AAEBAf0EDvcN1ROFF/bWA9jsA53uA6CKBOWwBKneBJfvBP3EBcbHBfGABvebBg3AAcsE5dED0+wD1uwDqIEEn5IEyt4EhJMF4MMF0PgFtKcGorMGAAED1hH9xAWntQP9xAXU6gP9xAUAAA==

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

1 Like

Interesting deck.
Yeah, I guarantee what you said is true:) I have seen players like Warshack and Thijs hit legend with one offs that I could never get that far with, so I’m not sure this is anything more than that.

1 Like

is good mage didnt get a card to replay secrets …they have many ways to play secrets from decks they dont need more ways to play objection and iceblock

You are kidding right? Secret mage is dead in wild.
Team 5 saw to that.

Yeah i mean. Even if we all spar at times and each have our beef and vents. I still like how everyone here on the hearthstone fourms. Usually has a head on em. Even if we can all feel like deck politicians at times for why XYZ should dominate ABC but never nerfed lol. XD.

Hp mage and hp druid are kinda decks i want to see expanded more. Too much routine can get a lil bland. But having a hero power that gave you two options, choose one style could be neat.

Maybe you could have a version of hp mage that could use the hp to power up spells / spell power, Another version of druid that could use it to attack a minion or destroy a minion to gain hp.

Maybe expanding on depth, like mtg where each commander could be expanded to have 3 abilities. Like 1 ability turns 1-5. 2 abilities with 2nd on a cd t5. And maybe a 3rd ability / ultimate on turn 10.

Would definitely be a question of balancing though. Maybe a prestigious legendary card or tavern brawl idea maybe?

Like decks that let you ‘play as a raid boss’ definitely can be fun. I miss old raza but i got 40k dust priced out of the new ones / 40 legendary problems. That hp mage price does actually look appealing. Think i have some of the cards even. :astonished:

1 Like

Interesting idea. I love HP mage. I have been trying to make it work in wild since forever, but unfortunately Team 5 gave up on it, and then turned around and gave Druid, Warrior, and even Shadow Priest better versions.

If they really wanted to bring variety to the game they could add in extra conditional type lines to cards not entirely dissimilar to the DK rune system or elemental ‘chaining’

Like a 3 mana ‘deal 3 damage to a minion, if you cast an arcane spell the previous turn the damage applies to minions to the left and right, if you cast a frost spell it freezes 2 random minions, if you cast a fire spell generate a gyser’

Something like that could add a lot of variety and decision making to cards and while it sounds good in my head I dont know how it would play out in the actual game but I think it would add in some more varied strategy.

They could add interesting rewards like a 1 mana ‘if you cast arcane spells the past 3 turns your next spell has twin cast… or if you cast 3 frost spells freeze the enemy board and hero, your next fire spell deals 2 damage to all enemy minions’

I’d like to think they could add it to minions too but I’d imagine it wouldnt work because a) they’d never be able to fit all the stuff on a card text and b) people would probably complain about the game becoming too complex

2 Likes

This sounds dangerously close to MTG. Hearthstone’s entire appeal is in it’s simplicity.
idk if this idea is a winner.

1 Like