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So, Echo of Medivh that's way better for battlecries (and arguably for deathrattles, since 1/1s die quickly). Seems great, at least as a one-of, for value generation. Imagine copying something like Dragonqueen Alexstrasza or Zephrys the Great, for instance, in Highlander decks.
Mmm, with Galakrond/Wand discounted minions, mmm. And some minions are not always 1/1s, mmm. A potential in this one, I see, mmm.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
BrandonOld God Fanatic 13102094 PostsJoined 05/29/2019
Posted 2 years, 8 months ago
This is a good card, it's basicly powercreeped Echo of Medivh. Oh no i can see al the new/easyer mage OTKs coming already.
Mage: Great with [Hearthstone Card (Kalecos) Not Found]. Basicly gives you a free copy of it + whatever else you have on board. Very powerfull with highlander cards like [Hearthstone Card (Dragonqueen Alexstrazsa) Not Found] and [Hearthstone Card (Zephrys the Greath) Not Found].
Step 5: You now have the exodia combo on field. Enjoy Fireballing your opponents face.
For rogue: This is good to get copy's of cards like Edwin VanCleef, Kronx Dragonhoof, Highlander Cards & etc. Solid card and will see play probably in some kind of OTK deck as well.
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.
play 2 Sorcerer's Apprentice (4 mana) + Potion of Illusion (2 mana) + 3 1 cost 1/1s (3 mana) in total 9 mana. then you should have 2 fireballs from last turn or any 4 or less cost spell and you spam fireballs.
This is just the right cost to prevent exodia mage from going off. Phew! Or have I missed something?
There gotta be a combo someday with this though!
nope, just need one coin and it's there, and guess what? you can generate the coin with Licensed Adventurer, you don't even need to run the terrible quest just run side quests.
allthehypeCrossroads Historian 630738 PostsJoined 07/26/2019
Posted 2 years, 8 months ago
Excellent in theory, very hard to make good use of in reality. To slow and situational. Nevertheless, I like the idea and would like to experiment with it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 2 years, 8 months ago
I feel like unless you have a specific combo in mind, you wouldn't want to put this card in your deck. It is 4 mana, and it does nothing on it's own, which makes it feel really clunky to play.
This is a very potent spell for two classes who know how to get value from very cheap minions with strong effects.
Rogue's have plenty of minions with combos and battlecries and even deathrattles that benefit from being played at 1 mana; deathrattle rogue when SoU came out used the Anubisath Warbringer and Anka, The Buried to increase the minions in Rogue's hand by +3/+3, being able to pull that effect off more than once could mean for MASSIVE cheap minions for rogue to play. Getting a cheaper Edwin Van Cleef for a later turn can also be huge as well. Rogue's Preparation will allow them to play this spell at 1 mana, allowing Rogue to use this pretty much on the same turn they play the minions.
Mage also has plenty of minions they don't mind playing for 1 mana - Luna's Pocket Galaxy saw some constructed play when it was buffed from 7 to 6 mana, allowing minions such as Archmage Antonidas to be played for 1 mana and then go off with fireballs. Mage can also discount spells, but not as fast as Rogue, they do have access to Incanter's Flow from AoO which discounts spells in deck by (1), and Sorcerer''s Apprentice which discounts spells in hand by (1). I believe the idea for this card with mage is to get these three minions on the board with a free potion of Illusion, and then if you're opponent removes your board you can repopulate it with your key pieces and go off with fireballs.
Mage also has received Ras FrostWhisper and Mozaki Master Duelist in this set, both have fantastic synergy with each other, and having them both cost (1) and being able to throw out a barrage of cheap spells to power Mozaki's spell damage can make Ras become a very powerful AOE that could put your opponent in lethal range, if not finish the game like Demon Hunters do with Altruis the Outcast
BloodMefistOld God Fanatic 825728 PostsJoined 05/28/2019
Posted 2 years, 8 months ago
With the new Mage legendary, there are going to be some super degenerate OTK combos. Whether or not the combos are good enough to be meta remains to be seen, but this card spooks me for that reason. In Rogue it can get some good value, might help the carpet-deathrattle archetype by refreshing the reduced deathrattles.
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Not sure about that one. I don't realy see much use in mage except for the lategame you could copy stuff like Kalecgos.
But i think this will be more used in Rogue - in combination with some decent deathrattles this could work.
Challenge me ... when you're ready to duel a god!
This is just the right cost to prevent exodia mage from going off. Phew!
Or have I missed something?
There gotta be a combo someday with this though!
Winner winner chicken dinner
Fairly optimistic about this card. A lot better than echo of medivh, and it being in rogue probably enables something of note.
Likely to go into a whole slew of combo decks in both classes, but probably a little pricy for quest mage.
This post is discussing the wild format.
So, Echo of Medivh that's way better for battlecries (and arguably for deathrattles, since 1/1s die quickly). Seems great, at least as a one-of, for value generation. Imagine copying something like Dragonqueen Alexstrasza or Zephrys the Great, for instance, in Highlander decks.
Mmm, with Galakrond/Wand discounted minions, mmm. And some minions are not always 1/1s, mmm. A potential in this one, I see, mmm.
“If you have an apple and I have an apple and we exchange these apples then you and I will still each have one apple. But if you have an idea and I have an idea and we exchange these ideas, then each of us will have two ideas.” ― George Bernard Shaw
EU Legend: S52 (ZooHeal Lock); S76 (Highlander Hunter);
There just so many applications for cards like this. But does it merit an inclusion into rogue and mage, likely in rogue, not so much in mage.
Mage suffers from card draw, so any card that doesn't do anything on its own is not likely to be too impressive.
A combo and value card. At 4 mana it is a little hard to set up properly, so maybe only for dedicated deck.
Can this be drafted by Kabal Chemist? Probably not.
Getting huge 1 mana battlecry minions like Zephrys the Great,Dragonqueen Alexstrasza,Alexstrasza,Kalecgos,Heistbaron Togwaggle...
Really nice card.
By The Holy Light!
I fail to see any practical purpose for this other than getting it randomly.
I mean most valueable drops are above 6-mana so I don't see this being that useful
I tried having fun once.
It was awful.
This is a good card, it's basicly powercreeped Echo of Medivh. Oh no i can see al the new/easyer mage OTKs coming already.
Mage: Great with [Hearthstone Card (Kalecos) Not Found]. Basicly gives you a free copy of it + whatever else you have on board. Very powerfull with highlander cards like [Hearthstone Card (Dragonqueen Alexstrazsa) Not Found] and [Hearthstone Card (Zephrys the Greath) Not Found].
OTK in STANDARD: you can OTK if you play Raid the Sky Temple in order to get a coin from Licensed Adventurer.
Step 1: play 2x Sorcerer's Apprentice + 1x Educated Elekk and use 1x Potion of Illusion.
Step 2: Kill Educated Elekk and find 2 copy's of Potion of Illusion. (the newly shuffled one + the 2nd one that's probably still in your deck)
Step 3: play 2x 1 mana Sorcerer's Apprentice + 1x Potion of Illusion. Play the 2 copied [Hearthstone Card (Sorcerer's Apprentise) Not Found] + another Potion of Illusion to get 4x 1 mana Sorcerer's Apprentice in hand.
Step 4: Play Archmage Antonidas + 3x 1 mana 1/1 Sorcerer's Apprentice + Coin out another Sorcerer's Apprentice.
Step 5: You now have the exodia combo on field. Enjoy Fireballing your opponents face.
For rogue: This is good to get copy's of cards like Edwin VanCleef, Kronx Dragonhoof, Highlander Cards & etc. Solid card and will see play probably in some kind of OTK deck as well.
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.
OTK enabler -> need The Coin or any discount on a combo piece that is a minion or [Hearthstone Card (potion of illusions) Not Found]
there are 2 ways both require a set up turn and an execution turn.. in wild it's even easier cause of [Hearthstone Card (emperor thaurisan) Not Found]
6 cards OTK The Coin, Archmage Antonidas, 2 Sorcerer's Apprentice, 2 [Hearthstone Card (potion of illusions) Not Found].
In standard you can get the coin via Licensed Adventurer (just play Elemental Allies without elementals in your deck).
So it's 8 slots in the deck to have the combo in your deck.
Path 1:
Setup:
play Archmage Antonidas +The Coin + Potion of Illusion
Execution:
play 2 Sorcerer's Apprentice (4 mana) + Potion of Illusion (2 mana) + 3 1 cost 1/1s (3 mana) in total 9 mana. then you should have 2 fireballs from last turn or any 4 or less cost spell and you spam fireballs.
Path 2:
Setup:
play 2 Sorcerer's Apprentice (4 mana) and double Potion of Illusion (4 mana) = 8 mana
Execution(order is important if you don't have another 4 cost or less spell):
play Archmage Antonidas + The Coin + 4 1 cost Sorcerer's Apprentice, then blast away..
In conclusion:
HOF Sorcerer's Apprentice already.
NUTS! You can do a lot of stuff with this card, from preparing your combo to just getting more value, 5/5 stars card.
nope, just need one coin and it's there, and guess what? you can generate the coin with Licensed Adventurer, you don't even need to run the terrible quest just run side quests.
Excellent in theory, very hard to make good use of in reality. To slow and situational. Nevertheless, I like the idea and would like to experiment with it.
Sonya Shadowdancer as a one-time spell, but at least you don't have to wait for them to die first.
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I feel like unless you have a specific combo in mind, you wouldn't want to put this card in your deck. It is 4 mana, and it does nothing on it's own, which makes it feel really clunky to play.
Carrion, my wayward grub.
This is a very potent spell for two classes who know how to get value from very cheap minions with strong effects.
Rogue's have plenty of minions with combos and battlecries and even deathrattles that benefit from being played at 1 mana; deathrattle rogue when SoU came out used the Anubisath Warbringer and Anka, The Buried to increase the minions in Rogue's hand by +3/+3, being able to pull that effect off more than once could mean for MASSIVE cheap minions for rogue to play. Getting a cheaper Edwin Van Cleef for a later turn can also be huge as well. Rogue's Preparation will allow them to play this spell at 1 mana, allowing Rogue to use this pretty much on the same turn they play the minions.
Mage also has plenty of minions they don't mind playing for 1 mana - Luna's Pocket Galaxy saw some constructed play when it was buffed from 7 to 6 mana, allowing minions such as Archmage Antonidas to be played for 1 mana and then go off with fireballs. Mage can also discount spells, but not as fast as Rogue, they do have access to Incanter's Flow from AoO which discounts spells in deck by (1), and Sorcerer''s Apprentice which discounts spells in hand by (1). I believe the idea for this card with mage is to get these three minions on the board with a free potion of Illusion, and then if you're opponent removes your board you can repopulate it with your key pieces and go off with fireballs.
Mage also has received Ras FrostWhisper and Mozaki Master Duelist in this set, both have fantastic synergy with each other, and having them both cost (1) and being able to throw out a barrage of cheap spells to power Mozaki's spell damage can make Ras become a very powerful AOE that could put your opponent in lethal range, if not finish the game like Demon Hunters do with Altruis the Outcast
With the new Mage legendary, there are going to be some super degenerate OTK combos. Whether or not the combos are good enough to be meta remains to be seen, but this card spooks me for that reason. In Rogue it can get some good value, might help the carpet-deathrattle archetype by refreshing the reduced deathrattles.