A new Common Mage Spell, Netherwind Portal, has been revealed!
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Well, that just makes Secret Wild MAge a lot better.
also it'S good in Standard I guess, Spell Mage needed more minion summonning to work, I guess this makes the cut
I tried having fun once.
It was awful.
It's the Mage version of Wandering Monster
So much RNG in mage, but since splitting image is rotating out, maybe this will make the cut in a spell-only mage deck.
EU Legend: S52 (ZooHeal Lock);
Secret that easily get's triggered AND it gives tempo. Great secret and i'm even more afraid of Secret mage in wild.
This is a strong card for wild Secret Mage. There will be a lot of salt when this summons a 4 mana 7/7.
In standard this card will probably be not very impactful, since standard Secret Mage is rather weak.
It doesnt attack anything. So its strictly a worst Wandering Monster for mage. Dont think it will see any play.
Just going on top of my head, the pool of 4 drops is highly inconsistent - if I recall rightShould give it a look and will edit later
Struggle with Heroic Galakrond's Awakening? I got your back :
You will always get Defender of Argus. Your opponent will always get Ashtongue Battlelord (or Flamewreathed Faceless in wild).
"Be excellent to each other." -Bill and Ted
Pretty nice secret to add a bit more of trickyness on crippling your oppponent's play.
It's a decent secret, but historically decent secrets have only seen play in Mage when you can cheat them out a lot. I don't see it replacing any secret in Wild either.
While it's not a bad secret, there are many other which I waaaay better, specially in the wild version of the deck.
No-Minion Mage needs *some* way to generate people on the table, so I guess this will make the cut no matter how good it is or isn't.
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4 drops have generally really bad statlines.. I guess in no minion mage you play every minion generator you can get though..
Use 3 mana for a random 4 mana drop it's not a good play for me. In wild Secret Mage maybe can be find a slot
Secret Mage doesn't really want this. Most of their secret suite is based upon stopping counterplays to your board to put your opponent in burn range, whereas this gives you ~4 power on board. Can't see this played anywhere else though.
Interesting effect but will often be disappointing. Maybe they are running out of ideas for secrets?
Another solid secret.. if this go down early, can create a huge tempo advantage. Scary.
it sounds good but there's plenty of 4 drop minions that are pretty pitiful, it probably won't make the deck slot like Flame Ward did
Another good secret for Wild Secret Mages to use to gain some board. Not exciting, but very good.
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