Mage Cards (Reveal #3), No-Minion-Mage support

No, so it would be a new archetype. For instance, just printing an elemental that has an aura like: Spell damage 2. Minions also scale with Spell damage would do the trick and it would be pretty fun. A legendary with a rest of the game effect would be perfect for this but there are no more legendary slots for mage I think.

Imagine if Blastmage miner did 2 or 3 damage for each card in your hand. Oof that’d be huge. Also, it would explain perfectly why Aegwynn, the Guardian was taken out of core. I think I cooked ngl lol

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Support what secrets? all of the good ones rotated.
Azerite vein is terrible.
And the card costs two so mage is still paying full price for secrets that other classes get to use for free.

Great for you since you play mostly Wild, and we have 6 cards to go.
Maybe theres a secret in there, dusting off my pitchfork just in case but lets wait a few hours.

I like Mage legendaries both of them i know you dont but after seeing the Warlock Legends belive me Mage dodged a bullet.

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Well like i said above: Two mana for a one cost secret is still full price.
Meanwhile; Rogue will get to play mage secrets for free and so will hunter.

Sure but multiple objections will have people going crazy lol.
Besides Mage secrets are a lot better,and you can discover what suits you at the time.

Also great to proc Orion.

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I did. I even pasted it.

Maybe you should try reading posts once in a while. It’s clear you didn’t actually compare the cards, like orion did.

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Well, I hope you’re right.
What irks me most is that you can look at what other classes are getting and you don’t have to be a fortune teller to know what will happen when you play them. They are straight forward.
These cards are just like everything mage gets.
They have the potential to be good or they can fizzle and do nothing.

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full price ? the card decreases the cost by 1 and is a permament cost change

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I’m leafing through Wild and I’m not seeing a way for Hunter to generate Mage Secrets other than Sketchy Stranger. Is that really a problem?

And outside of Shadowjeweler Hanar, Rogue isn’t intentionally generating Mage Secrets.

Both classes still pay mana for any Mage Secrets they generate and/or play, they aren’t free.

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true, but you can already do that with rewind.
I will try and grit my teeth until the rest are revealed, but this looks like the last expansion I’m gonna bother with.
Team 5 has no intentions of ever giving mage real cards that win in any way other than rng.

The only way i can see the ten mana spell as good would be if team 5 gave us a card like:
2 mana make every spell in your deck 2 mana.

I love the cards.

Obviously, it all depends on support cards and combinations, but as standalone cards, those are great. I can easily imagine picking every one of them in the arena as value picks.

Also, tempo elemental could be a reality now. Nice anti-deathrattle 4-drop (pallys and dk-s are crying now)

I love it.

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Nice emphasis.

First time I read the card, I misunderstood it. I understood that for each spell you cast this game, this spell casts another of the same cost, but that’s not it.

You have to cast 1,2,3…9,10 mana cost spells for it to cast 10 different 1-10 mana cost spells.

If you only cast arcane intellect, fireball and blizzard, you’re gonna cast those 3 spells again. If you cast multiple 3-cost spells, it will only recast one of them.

Is that how it works?

I liked the misunderstood interpretation better

P.S. I’m not good at building decks, so I might be way off, but to me the new expansion appears weaker than the previous ones. Are they trying to undo the power creep or am I just crazy?

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You lack imagination.

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Where mage is concerned, he’s got more imagination than the entire dev team.

People knock his singular focus where mage in concerned, but it does give him a focused insight into the class.

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What is this, our version of “Biden is a dynamo behind closed doors?” Show me that “focused insight.”

Theorycrafting is free. REEEEEE-ing about every Mage card before they even get released, without pondering interactions, is just juvenile. He’s straight-up spreading misinformation about non-Mages playing Mage secrets in this very thread. I suppose that’s “imagination,” if you’re going for that angle.

Being hyperfocused on something doesn’t mean you get valuable insight. It just means you burn out faster and have no versatility.

We don’t knock his “singular focus where mage is concerned,” we knock his pathological desire to play a decade-old version of Mage and crap on the dev team at every opportunity because they aren’t providing that one hit he took all those years ago and hasn’t been able to replicate. Despite there being decks that do exactly what he wants.

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As pointed out by others (seems I was mistaken in my first post) you can curate your spells to minimize randomness.

0-3 slots may be harder to curate since you may want to run multiple different low cost spells to survive the early game, but I’ll list the non-random or at best semi-random ones anyway (this list is not exhaustive, I’m doing this quickly and not double checking if I missed anything)

0 mana
-coin
-snake oil

1 mana
soulfreeze (semi-random, a worse version of dawngrasp recasting flurry, but just like flurry, end result is probably a net gain, freezing stuff that might otherwise kill you next turn)
shooting star (semi-random on who it hits, but it’ll be an enemy)
flame geyser (very meh damage but not random)

2 mana
cryoprevervation (one of the better ones of all the low cost spells)
heat wave (a bigger shooter star)
Rewind (semi-random, but you can curated your spell which means you limit what spell you rewind)

3 mana
Elemental companion (semi-random, but you know it’s a minion, not sure if the spells will be cast in order but if this casts first, and you get spell damage, then the rest of the spells from orb should benefit)
Secrets (semi-random to completely known if you only run/play one secret all game)
Lightshow (semi-random scaling damage)
Molten rune (the damage is good but the spells it generates might mess up your spell pool)
Reverberation (at minimum makes the enemy minion easier to kill; bonus if you end up being able to use the copied minion)
Sludge
Arcane intellect (ok probably won’t be run but listing it lol)

4 mana
Fireball
Volume up

5 mana
Wisdom of norgannon
Star power

6 mana
Blizzard
Chaos creation is super risky and there’s always a chance for the random 5 drop to be a dud, but the damage part is consistent.

7 mana
Flamestrike
Firelands portal
Elemental inspiration (though if you’re curating spells hard you may not want to run this, since you may not be casting as many spell schools in fear they mess up your orb)

8 and 9 mana I see nothing right now

10 mana
Sunset volley
Orb itself again (not sure if it can recast itself)

Based on this second scan/analysis, orb may go in a big spell mage deck, where you drop most/all low cost spells and favor the 5+ mana spells which are fairly consistent. If you can get like 3 big spells off before casting orb, the orb should be worth the cost.

The only small spell I’d run would be cyropreservation. If orb recasts it, cool. But it could also recast a 2 mana treasure spell which should still be useful. And if your other excavates gave you a 1 mana or 3 mana spell treasure, well orb recasting those is also cool.

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:slight_smile: quote=“Bobafett345-1506, post:34, topic:122328”]
Where mage is concerned, he’s got more imagination than the entire dev team.
[/quote]

Is this supposed to be a compliment:)
I’ll save my comments for the day after I get the card back.:slight_smile:
Stick around, I intend to go off in spectacular fashion.

Could this be the “insight” into playing Mage that I’ve heard about? Identifying cards that synergize with the new 10-mana spell?

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This thing is just keyboard mage really.

You put your keyboard and use spells while the weapon gives some Minions for your board to not be empty.

Ideally you use a Ton of burn as removal so when this recast all spells your opponent dies.

With that said this 4 mana elemental is stronger than most people think.
It is a very powerful ant aggro card that can even bypass Divine shields if necessary.

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Exactly

It just occured to me the fact it recasts specific spells can be good in constructed xD

Cast a nice combination of board clear spells so the big spells (pyro, sunset volley) hit the enemy face could be a decent OTK combo.

But we still kinda sorta need spell discount, because casting multiple big spells, at least in the current meta, sounds like a dream that’s never coming true