Mage Quest: Raid the Sky Temple

It’s not infinite.

We run out of turns eventually :wink:

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The Luna’s Pocket Galaxy version of Cyclone Mage tends to have a lot of free mana each turn shortly after playing Luna’s, which probably renders the card stronger in that version.

The downside is that this is a dead draw late game and you’re probably better off with actual early game cards in hand against aggro rather than a random Cyclone spell, so this may be best evaluated as a tech card against Tempo/Midrange decks where it is best suited to do work.

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Quests start the game in your hand. This can be played on turn 1 every single game.

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That makes it more attractive against control, then. Didn’t play much after around 2015 until recently, can you tell?

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Interestingly, as long as you have dealt 8 damage with any hero power, even if you change your hero power, you will be able to activate her for the remainder of the game.

How do I know this, not being a mage player? I have gotten her, and played her for ragnaros, SEVERAL times through Renounce Darkness, and discovered that prior Life Tap damage activates her!

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All though the deck wants to have cards in hand, the quest reduces the amount of cards in your starting hand by one and also forces you to take out a card from it. Most cards in that deck is there for a reason. And lowers the chance for a turn 4 giant aswell since your starting hand is smaller.

Ontop of that Cyclone Mage mana usage is very strict you need to be efficient with it, using two mana here and there unless you really high roll the spells wont be efficient and will risk you losing games.

I don’t see this getting played in Cyclone Mage I can be wrong but thats my best estimate of the card.

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It would certainly put a greater focus on early Apprentice/Cyclone plays while saving Giants for later, but personally that’s how I prefer to play out the deck anyway.

Turn 4 wincon Giants is great and all, but anyone who’s played the deck for a while knows it’s not something to bank on.

Yeah, this doesn’t go in Cyclone mage.

This is for the now defunct Tempo Mage or Grind Mage.

Amazing. Looks like I was right the game is going more and more to the RNG extremes… shame.

They seem to be creating a variety of cards - some that gear toward RNG and others that are much more consistent and predictable, so you can find a deck the fits your preferred playstyle.

If you ask me, that’s probably the best way to do it as long as RNG isn’t always the strongest.

Hmm, actually quite diffficult to evaluate, pretty easy to get the quest done in something like a cyclone mage shell, but is it really worth it? is fishing for a random spell once a turn something that Cyclone mage wants to be doing?

Maybe some new deck will use this, or maybe it’ll turn out to fit into something, not sure yet.

Still one less card in your oppening hand lower chance to acutally being able to pull off a good Cyclone play early on. Imagine that quest being Apprentice or a cheap spell instead. You would be able to pull off a combo one draw earlier.

I just dont see the upside in Cyclone mage for a quest that might generate a card you can use in the current game. I think the downside far outweights the upside of it.

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No reason you can’t save it for Cyclone/Apprentice. I do it with the current Quest in Wild to generate extra value from Cyclone or get an extra salvo off of Flamewaker fairly often. With this one, you just need to make sure you cast it first.

I’m not saying this card HAS TO BE tied to the current iteration of Cyclone Mage, just seems like a decent spot for it given what we currently have. Obviously all of that is highly subject to change as the reveals continue and honestly, that just builds the hype for me even more. I’d love to see a new Mage archetype pop up.

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Yea I know. Still…

I was just hoping the mage quest would be some +spellpower based or something like that to actually motivate me to do some deckbuilding because mage is my favourite class, and not some generate random cards with discount for 2 mana each turn that kinda means cyclone mage setup.

For every Fireball there’s a shatter. I don’t think this will make the cut in the final optimized cyclone mage lists. Lets not forget that the quest will take up a spot in your hand turn one and if you want to use the quest you lose a mulligan card.

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Major difference: Glyph is Discover, the Hero Power is just a random Mage spell. And Mage does have several spells that are very situationally amazing and nearly useless outside those situations. Not getting to avoid those is a non-negligible drawback.

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Lazy and boring design

But seems good

Good? Yes probably. More cards for cyclone mage. The reward looks ok-ish. Bit weird card,hard to judge but interesting. Missing a card in mulligan is a bit annoying if you play also giants and conjure,less change to high roll.
Procs cyclone itself but if you get a ton Of random spells from cyclone then will you need the hero power?

thanks captain obvious

I sincerely hope this is the case.

Since when do you grow the cajones it takes to play Wild? :stuck_out_tongue_winking_eye:

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