A new Legendary Mage Spell, Sorcerer's Gambit, has been revealed!
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This is tough to judge, but unless you have something else you plan on doing turn 1, you just play this and hope you get the cards required to make the payoff worth it. +3 spell damage can be nuts!
Hmm hard to judge. This seems really solid in decks that play a more control style (and maybe burn you down late game, comparable to Soul DH?) Of course the deck does need to run spells from 3 spell schools, which isn't that hard. But it's still weird to see this after we got spell school support last expansion/mini set. Also the rewards are pretty nice, after completing the 1st step you draw a card, making up for the "lost draw" in the mulligan. The 2nd reward discovers a spell, meaning that you can probably discover a spell from a spell school that you still need in order to finish the questline.
Honestly these questlines seem so cool, another great take on quests! My only fear is that their going to be too slow, because FACEstone be FACEstone.. :(
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
It looks good. But is probably unplayable unless there's like massive ton of spells that make up other spells, like Runed Orb. The problem with this card is that there's not really a lot of direct damage from mage right now to take full advantage of the reward. You'll probably be spending cards like runed orb or Fireball to complete the quest because the demands are incredibly inflexible. Like how many fire spells are there that can be casted without a second thought? And before you'd ever cast them you'll probably need to cast something like Arcane Intellect, runed orb, or Cram Session, which will indirectly waste an arcane spell that you need for the second/third questline.
In short, the card looks good in theory, but until we see what mage has (because team5 doesn't print legendaries without card support in the same expansion) the reward is probably impracticable at best.
Trickier to pull off and you use so many spells what do you have left to benefit off the Spell Power.
Still strong though if you do have the spells left to blow up the opponent. You'd probably want to play this, then wait for full crystals and just blow them up. So it's a real slow burn but a good finish.
Casual Dragon Cardgame enthusiast.
First thought: "Oh SWEET! Spell Mage is back on the menu boys!"
Second thought, much much later: "Wait, how hard is it to complete actually?"
With current deck lists of Spell mage, it'll actually come up short more often than not, mostly because the only Frost spell it consistently runs is Brain Freeze and maybe a copy of Ice Barrier, so you're really relying on your discovers to hit any Frost spells as much as you can. Fire is less of a problem, since Combustion and Fireball are given, and Fire Sale looks much better than Flamestrike, but if you're using the Fireballs to complete the quest, you aren't saving the Fireballs to turbo burn your opponent post-quest. Arcane is almost half of the deck, you might as well consider it already completed.
All that said, it ironically just might see play because of the two mid-quest rewards of 1 Draw and Discover a Spell, and don't even bother trying to finish it.
Hey, you heard about that Mario guy?
I fear it will either be too slow and awkward to complete or result in a Discover fiesta which everybody will hate with a passion.
I notice I am confused. Something I believe isn't true. How do I know what I think I know?Harry James Potter-Evans-Verres, hpmor.com
Interesting card for sure - but i guess not that easy to complete ? Could be ok but right now i think it will not become a staple in the upcoming meta.
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Calling it now, all these Questlines will be unplayable. they're way too slow and the reward isn't nearly game changing enough (at least not immediately).
MAge can't play Control right now, they are just too frail. Also, we all now how much of a downside it is to open up with a quest on turn 1 instead of doing something useful.
I mean, +3 damage permanent is cool and all but how does it win you the game. at best you get 23 damage with double Fireball + Runic Orb and that's not gonna win against control, nor is it going to be fast enough against aggro.
I tried having fun once.
It was awful.
Quote From YourPrivateNightmareCalling it now, all these Questlines will be unplayable. they're way too slow and the reward isn't nearly game changing enough (at least not immediately).MAge can't play Control right now, they are just too frail. Also, we all now how much of a downside it is to open up with a quest on turn 1 instead of doing something useful.I mean, +3 damage permanent is cool and all but how does it win you the game. at best you get 23 damage with double Fireball + Runic Orb and that's not gonna win against control, nor is it going to be fast enough against aggro.
Totally agree, these quests looks too slow at this meta, but i hope that blizz adds tons of "strong slow" cards that expansion, nowadays the meta is too fast and im bored, all the game are against face decks, highroll midrange decks and... cancercontrolpriest.
By The Holy Light!
Agree, seems very slow. At the stage in the game when you finally get the sweet spell damage +3, how much value is there still to squeeze from your deck?
Can't wait to see if this pans out. Permanent spell damage could be pretty dangerous.
"Be excellent to each other." -Bill and Ted
1 mana for delayed draw 1.... not bad I gotta say. For the end result though... that is going to be a tough one
Something to remember about mage is that, especially in wild, they can generate a lot of cards. Playing 9 spells of specific schools in the right order is tough, but probably not as hard as it sounds. And once you have spell damage +3, unless you are already dead on board you should be able to just blast your opponent to pieces.
If nothing else the queslines will be a lot of fun to experiment with and will inspire a lot of cool deckbuilding.
Carrion, my wayward grub.
I wonder in wild how will the speedrun for this be, or if it will be better than the current burn decks.
5 mana too much mana. for 5 mana you can play mozaki and win the game instead
Looks super fun to play! I guess we'll find out if it's actually going to be any good. One redeeming aspect of this card is that the first and second reward are pretty decent, so maybe not all hope is lost if it takes a while to get to Arcanist Dawngrasp.
Arena > Wild > Standard
Looks like a wild card. There is more than enough spell generation there, and plenty of great spells of each relevant school:
Fire: Flame Ward, Fireball, Combustion
Arcane: Incanter's Flow, Counterspell, Ancient Mysteries, Conjure Mana Biscuit
Frost: Ice Block, Frostbolt, Ray of Frost
While fire could prove to be a problem, there are just enough great spells in wild, that any deck that likes to play fast and a lot of spells (Flamewalker Mage) could probably run this.
A bit tricky to pull of, considering you don't want to play 2 frost spells in the same turn for instance. Really interesting flavour, but let's wait and see what other spells mage gets this expansion
TREMBLE before.... the most legendary dragon that ever existed!
Right now it´s very difficult to judge because the schools spells are very few, and you have to cast 3 of them for each part, so 9 to complete the quest.
Let's wait for the rest of the cards to be revealed
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