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Meh. This seems pretty poor, even if you get it for free with Kirin Tor Mage. Let's say you play the Mage and Duplicate with 3 mana. Your opponent kills the Mage right away, giving you two copies in hand. I suppose you won the card advantage battle, having used two cards to get two cards while your opponent wasted one, but are those two cards you got actually useful? At best you've got another secret in hand, but more likely (with or without the Mage) you've got two lower cost minions in your hand when you'd rather be playing bigger stuff.
There's some possible synergy with battlecries and deathrattles and such, but it's still taking a tempo hit and hoping your opponent plays into it. And I guess control decks could run it to get free copies of big stuff, but that would mean hanging on to Cairne, etc, until turn 9, which doesn't seem worth it.
Also, if you have multiple minions die to an AoE spell, which one gets duplicated? I really wish Blizzard would print up a comprehensive rule set and iron this stuff out.
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On May 30 2014 03:38 Zenbrez wrote:Show nested quote +On May 30 2014 03:34 Doctor Faustus wrote: Mages with this and 4 attack minions will be a nightmare to play against as Priest... Then maybe you should kill creatures with other creatures, like every other class. Instead of relying on insta-kill cards. What's with the personal attack? Sure I'm QQing a bit but it's not like I'm flaming you directly. Sheesh.
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On May 30 2014 04:46 Doctor Faustus wrote:Show nested quote +On May 30 2014 03:38 Zenbrez wrote:On May 30 2014 03:34 Doctor Faustus wrote: Mages with this and 4 attack minions will be a nightmare to play against as Priest... Then maybe you should kill creatures with other creatures, like every other class. Instead of relying on insta-kill cards. What's with the personal attack? Sure I'm QQing a bit but it's not like I'm flaming you directly. Sheesh.
Some people have a bizarre hatred of any class that plays differently from the normal "play minions along a normal mana curve while fighting for board control" playstyle--play Mage or Priest or any Miracle Deck, they hate it, play aggro and they hate it, play a big Combo deck and they hate it, etc.
These people, however, have poor taste and lousy ideas, and should be ignored.
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I would think this works really with with early game minions -- like Mana Wyrm, and Bloodmage Thalnos. Thalnos especially. People rarely hard remove that since he has 1 health. Next round you can play +2 spell dmg and +2 more card draw. Seems pretty nice.
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On May 30 2014 05:09 Glucose wrote: I would think this works really with with early game minions -- like Mana Wyrm, and Bloodmage Thalnos. Thalnos especially. People rarely hard remove that since he has 1 health. Next round you can play +2 spell dmg and +2 more card draw. Seems pretty nice.
Sounds nice, but in reality you're spending 2 + 3 + 2 + 2 = 9 mana to cycle 3 cards and maybe squeeze mild value out of the spell damage. My initial instinct is that the card combos well with kirin tor mage and sorcerer's apprentice, basically cards that greatly mitigate the tempo loss from playing the secret itself.
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I'd like to see a Legend Mage Secret deck out of this.
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With the secret change to only procc on enemies turn, this feels pretty bad and slow. Could be useful if the metagame slowed down quite a lot and you can somehow build around it, but it's definitely not what mages needed in order to compete right now.
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I could see it as a finisher:
Empty Board: Turn 10 with Antonidas followed by Duplicate -> Short of a silence and ignoring the card until a new creature is dropped plenty of fireballs shall come
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On May 30 2014 06:19 Crisco wrote: I could see it as a finisher:
Empty Board: Turn 10 with Antonidas followed by Duplicate -> Short of a silence and ignoring the card until a new creature is dropped plenty of fireballs shall come If they kill your Antonidas, you can't ever replay him if you want to use one of your fireballs, though.
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wat are they kidding... this is insanely good mage giants / handmage incoming.. again you kill a giant, mage gets 2 more in his hand and probably at pretty cheap mana cost also since nerf, tinkmaster has been largely replaced by big game hunter, which still triggers the effect when it removes
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Let's see how it plays
It obviously comboes with Kirin Tor Mage
As anti aggro, Tazdingo + This secret may be efficient
An important question is : will it trigger on tokens (Mirror Image, Gnoll from Hogger, ... ) ?
Another is : will mage secrets create real doubt on what is the active secret ? If so it could be fun
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Turn 7 leeroy+ secret is almost a guaranteed 18 damage.( and usually leeroy is killed with whelps or cheap spell, not poly, so it can also force a precious polymorph/hex on it rather than on a bigger creature.
Or turn 5 secret + turn 6 cairne, Or turn 7 secret + turn 8 ragnaros
I like this secret because it's at LEAST a 0 for 1 in term of card advantage. It fits my playstyle since I don't care about tempo and mana curve/value. When I build a deck I only consider card advantage and how much 2 for 1 I can force. That's why I like priest so much with cabal shadow priest,shadow madness, thoughtsteal mind control
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Yeah, I was thinking could be good with a giants mage in combination with spellbender and counterspell. Get your health low, start dropping molten giants, protect yourself with defender of argus, sunfury protector, iceblock and ice barrier. Force them to brute force the giants with spellbender and counterspell. Finish with spells/legendaries.
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definitely not what i was hoping for. i'm sure it can be abused, but running this secret encourages you to run the others for Kirin Tor / Ethereal Arcanist synergy, and i don't have any desire to run a secrets mage, sooo...
the one good thing i can think of is that it provides some immunity to board clear, but i dunno if that's worth a slot in your deck.
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most of the cards that combo with it are 'text' minions (that's how i call minions that rely on their effect to be good) and these cards are silenced most of the time, which will make duplicate an 'unsilencing' spell, like rebirth is being claimed. On the other hand, it doesnt help in tempo and will probably be played most often in late game to duplicate a good card.
On May 30 2014 04:06 awesomoecalypse wrote: The more I think about it, I think we may see this in Aggro Mage primarily, comboed with Kirin Tor Mage to make it into free card draw. Play lots of 1 and 2 drops, then Kirin Tor+Duplicate, and you make it pretty easy to keep up the pressure really well, because the 2 cards it gives you will be cheap drops perfect for an aggro strategy..
I didnt think on that before. good point. Also, could that card make secretkeeper viable?
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On May 30 2014 06:19 Crisco wrote: I could see it as a finisher:
Empty Board: Turn 10 with Antonidas followed by Duplicate -> Short of a silence and ignoring the card until a new creature is dropped plenty of fireballs shall come Then they faceless and own you, antonidas is crappy because faceless gets so much more value off him since they have 5 mana to work with for spells afterward.
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On May 30 2014 06:54 figq wrote: wat are they kidding... this is insanely good mage giants / handmage incoming.. again you kill a giant, mage gets 2 more in his hand and probably at pretty cheap mana cost also since nerf, tinkmaster has been largely replaced by big game hunter, which still triggers the effect when it removes
I didn't think of that. In a giants mage this could actually be pretty cool. I can imagine some sort of giants secrets mage deck making an appearance.
I'm sure more ideas will flow as the patch comes out. And now that i've thought about it more, i think this card is another proof of my theory about blizzard's idea with all these cards. With all the new class cards they're trying to encourage the usage of other underused class cards and there are a lot of them. Right now i think the most underused cards mage has are the secrets. With this secret i think experimentation with secrets mages will be in full force, giants or aggro.
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I could see apprentice mage spam with this thing.
Honestly I don't think its that great, it is a 2 for 2 after all.
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I can't believe that people think that this card would be underpowered. It is insane!
The possibility is turn 7 leeroy, turn 8 leeroy+leeroy = 18 damage right there. Add this with fireballs, polymorphs and cheap silences to remove taunts, and you have plenty of damage possibility.
2 cards combo needed for 18 damage over turn 7 and 8. That is what would happen in constructed. Maybe some fancy Molten Giant and Taunt plays as well. Who knows?
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i dunno... yeah, there are insane possibilities, but they seem really specific to me. i would feel pretty sketchy running a deck that completely depends on that combo going off sooner rather than later. plus you have to count on your opponent not capitalizing on the drakes youve given him on his turn, dodge savage roar/bloodlust shenanigans, literally two 0/1 taunts makes your double leeroy play on turn 8 an unmitigated disaster, you have to burn a turn on flamestrike to clear the board if they get a good turn with lots of minions, handlock's entire deck is designed to stop this play... pretty much no matter what you do, your opponent has a turn to do any number of things that neuters the double leeroy play.
that's not to say this wouldn't be a good play in a deck that happens to have both this new card and leeroy, but i think the deck would have to be able to function without that combo going off. so what is the rest of the deck designed to do, and how is this card useable outside of that specific combo? i suppose it would have to be an aggro deck so you can duplicate cheap minions and keep the pressure up, and that deck could easily also run leeroy... but what two cards did you take out for the two duplicates, and is the off chance of wrecking the opponent with this combo better than those two cards? that's not a rhetorical question, by the way, i'm genuinely curious. as with all these cards we won't know for sure until people have a chance to actually play them.
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