I have the maximum +8 Spell Damage. To deal the mere 30 I need 10 mana, Frostbolt, x2 Geyser to deal 31. I happen to not get the perfect discovers and have +7 Spell Damage, which wasn’t even needed in most cases before the nerf and I don’t have lethal with the same combo.
What’s even the point of Reverberations now? Another indirect nerf I guess. So, Rainbow Mage is completely gone as a deck. There isn’t a non-laughable way to get lethal now without needing to wait until Turn 25+.
I also tried Spell Mage. Nothing to say about it except it’s a joke, still. Nothing playable for Mage as of now unless you are coping with Elementals. I am not interested though, nothing Mage-like about that deck.
I like the ele deck as a tempo deck, but I agree that only having one deck, (And a weak one at that.) only proves what I have said all along about team 5 and mage.
how is not being able to kill your opponent from full health in 1 turn “unplayable”? how is it a “mere” 30 damage when the usual maximum amount of health for your opponent is 30?
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I can only speak for Wild, but with Quest mage gone, Mage no longer has a legend capable deck, unless your skills are Brian Kibler-like, or something similar.
Mage will have to adapt. Dealing chip damage to the enemy either through spells or with minion before the kill turn with sif.
Also you can go to 11 mana in this meta
lol. Let me know how that works out for you.
I predict you will be in the basement trying to play mage in Wild this way.
Wild? I could be wrong but I understood we’re talking standard. Pretty sure secret mage is still strong in wild.
Anyway, I think this is an overreaction. A deck doesn’t have to be tier 1 to be playable
Mage hasn’t had a tier 1 (or even 2) deck in about 5 years that was allowed to rotate without being murdered.
And Secret mage is tier 3, maybe.
And how are we not talking about Wild with the Time warp nerf?
I approve of the nerf, but if team 5 doesn’t give mage something to replace the deck, then they just prove how much they dislike mage players.
With every terrible Wild change it becomes even more clear that they should have let Wild be Wild.
I think the correct build of mage will have up drop snake oil completely, and run the discount spell minion, as well as use discover effects to fish for damage from hand. Don’t forget audio amplifier to get the 11 mana and extra hand space.
Defn will slow down mage, but I never depended on snake oilb playing mage and did okay. I mean it’s an amazing card in mage at zero mana but no better then the 1 mana fire spell now.