The 4 manas spell for mage with almost endless discoveries should cost more for do so massive card advantage?
It is one of many cards feels insanely undercosted for huge impact in the game they do.
The 4 manas spell for mage with almost endless discoveries should cost more for do so massive card advantage?
It is one of many cards feels insanely undercosted for huge impact in the game they do.
The title of this post is too ambiguous, it should be something like Mage Quest OP lol
The quest is not OP, unless of course the player draw this OP card and complete in the spot with a full hand for only 4 manas.
Well nobody knows what youâre talking about from the title, at least look up the card name or include âMage Questâ somewhere.
Fixed, 20 characters.
I believe the card is Pocket Dimension.
Whatâs funny is that itâs still generally one of the worse cards in the deck.
4 Mana to do nothing is bad, especially in a meta this fast. It also just stops if your hand is full, which is very easy to do when your whole deck says âdiscover.â And sometimes it just fails at 2 cards even when you have space.
Itâs also really, really bad after quest completion, just because casting mage spells at random tends to just burn your weapon charges with little impact.
The deck just has way better ways to discover a bunch of things at once, and it rarely actually needs pocket dimension for any real reason.
If you deleted this card, the needle wouldnât even move on quest mage. It would probably make the deck better because people would run a better card in its place.
A mage dont even need mana to do good dmg, you still can do 3 dmg on a turn you just need discover anything and you get a free 3 dmg.
It jus prove that is indeed OP you will get your quest almost done on turn 4 and will keep controlling the board
What are you talking about it? 4 manas, full your hand what everything you need and complete or almost complete in the spot.
The quest without this card will be fine because you need to play a lot of cards to complete losing some tempo in the process, but when complete in turn 4 or 3 with the coin the quest reward become insanely overpowered.
Yeah, in reality is 4 Mana, discover a few cards pass the turn, get closer to a quest reward you donât really care about.
If the card was good it wouldnât have one of the worst mulligan win rates in the deck, along with a lower mid drawn win rate.
The quest is better without this card.
If you can cut a card and make a deck better, itâs not an OP card. Tide Pools is significantly better than pocket dimension for quest mage. It costs less, and gives cards you can definitely use in the short term.
Pocket dimension is flashy, but itâs really not a good card.
It averages 2 maybe 3 pulls. Ans why do you keep adding a s to mana?
I used to think that the Mage quest, because the reward had limited uses on it and could be snaked away, was fine. Ran into a mage yesterday that discovered 2 more copies of the quest lol. Didnât even think it was possible to discover quest cards.
Itâs not. The only way you can do this is if you have tidepool pupil in your opening hand, as it records the first 3 spells you cast. Otherwise quests are not in the discover pool.
Except the Quest reward is also not that great.
Next time before you Go complain about stuff try to play the stuff you claim to be âoverpoweredâ First.
When YOU suceed climbing with it we can discuss.
You can go the super greedy route and to projection orb without playing other 1 mana spells too.
But If someone loss to that i donât know what that person will not lose to.
why is undercosted
doesn cast the spells
doesnt decrease their mana costs
so i have to ask
why is undercosted ?
Get 4-5 discovered cards and complete a powerful quest by its own feels insanely OP in my opinion, considered alone maybe will be fine, but when you put the quest in consideration feels extremely undercosted.
It is like the 5 manas minion we get a 1/1 mini, by its own is a balanced card, put a 0 cost tutor into the mix and become problematic and needed a nerf, if not in the card itself but in the combination.
Increase the mana cost of this 4 manas card or increase massively the number of discoveries to complete the quest, the way it is now the quest completion is too easy, fast and cheap.
Discovering a card is about a 1 Mana effect (see spark of life, tide pools, etc). Paying 4 to maybe discover 4+ cards (itâs not guaranteed) is pretty much on rate for costs.
It going with the quest isnât making the card any statistically better than it was before this set.
Spell quest mages getting the spell quest done quickly doesnât even leverage the deck to a good win rate. They canât do anything scary with the charges until turns 7 or 8 anyway.
The mage quest reward isnât particularly good outside of the minion quest mage decks.
People are actually scared of quest mage though?
Sub 50% win rate decks are super scary.
There are hardly any spells mage can even discover that can win a game when cast randomly.