Doing some theorycrafting here, i think there are three questions that when answered will point the deck’s direction:
Is the Secret package good enough without Secret Cheaters? Sure, between Arcanologist and Rider you can draw through your deck fast, but only inconspicuous Rider puts secrets directly into play, as of now. There’s also a very strong tempo play in the 4 mana minion that copies itself.
How many non-frost spells can you slot in? No matter what, every package uses at least two non-frost spells: Mordresh uses 2 wildfires, Secret uses RFG, and Spell Damage uses Cram studies. Furthermore, every package also needs at least two more: Mordresh needs some draw (Either RFG or AI), Secret needs direct damage (Several) and Spell Damage needs Arcane Studies.
And How many freezing spell do you need. Right now, there are 5 spells that Freeze. From what i can see, 3 are must haves: Flurry, Brain Freeze and Cone of Cold. This feels a bit too few to consistently reduce Foecaster, though. Maybe we use dungeoneer and rimetongue to generate more Frozen Minions, or we can slot in Wand maker (30% chance of giving you a Frost spell), or we Go for the late game play and use Deep Freeze? Does the deck even plan to stall that late? Lots of questions.
It only fits in the sense that it’s my preferred Mage synergy and I want to use it lol. In reality, its best cards for leveraging Spellpower all compete with Frost both in terms of tempo functionality and soell school (which Frost actually cares about).
I think Secrets will probably be the best fit, though there may be some world in which Hero Power/Freeze Mage uses Secrets to fill itself out and facilitate draw.
I foresee (and will most likely be messing with):
A more aggressive Tempo-oriented Freeze/Secret build.
A slower Hero Power build that leverages Freeze synergies and a more lean Secret package to hold out while building to Mordresh.
This, and I believe Wandmaker 100% makes it into the deck. She and Firebrand work extremely well together, and getting Snap Freeze from her will feel a lot better.
I’m not sure how strong it will be as the year goes on, but I have to give Blizz some kudos for turning “Frost Mage” from a control theme to a tempo theme by trying to sort of adapt the Shatter mechanic in WoW for getting crits on frozen targets.
i have in the other thread that asks for freeze mage theorycraft one such early theorycrafted deck.
it doesnt run Occult Conjurer, and maybe that’s a mistake on my part, but i was struggling with space. Also the secret package is kinda thin in it, only 6-7 secrets.
that said, i think my spell ratio is 9 freeze spells and 6 non freeze, so gives like 66% of dungeoneer triggerring, higher if you account for secret tutors. I feel that’s good enough.
edit: actually checked my ratio, it was 9:6 with 4 of those 6 being secrets, so tutorable.
If thats not good enough, i am running 2 fireballs to close games that could potentially be replaced with the Occult conjurer’s (or more probably Rimewhatevers that i am also not running). With 2 different secret tutors for secrets this should dramatically increase the chances of Dungeoneer hitting.
I am not sure who the warden is. You mean Varden? If so, i think that frost nova on a 3./3 stick is quite good for the deck, especially since it allows you to countermount an offensive on the back of him+5/5s
But yes, my proposed freeze deck is extremely board centric.
That’s funny, because last night this same thought occurred to me. But, I have been enjoying myself with some freeze spells the last couple of days and am very hopeful this is a step in the right direction of making freeze mage viable.
I highly doubt Floecaster will turn out to be great. You MUST Freeze at least 2 enemies since no would run an unconditional 4 mana 5/5 despite being slightly higher than premium stats (the game’s gone too far for that to be good), let alone one that needs a Frozen opponent.
And that condition has many problems. Cone of Cold isn’t likely to do the trick turn 3 (either your opponent doesn’t swarm, or ruins it with a 1 toughness minion), using up 2 separate Freezes (such as 2x Flurry) is a huge card disadvantage as early on it’s unlikely you actually needed the Freeze effects themselves, hitting this on turn 5+ (single Flurry for example) is too late to be useful, etcetera.
It may see play in Wild Freeze Mage due to its superior Freeze options, but I don’t see it making much of an impact in Standard.
I can’t wait to discover Shattering Blast from Runed Orb when I have that “freeze all enemy minions” leggo in hand from the “3 random mage minions” spell (name eludes me)