Just imagine the feeling when you play this, expecting to get two copies of Bloodreaver Gul'dan, and your opponent coins out Ironbeak Owl. Bottom right, folks.
2-mana 2/1 with 'Deathrattle: Draw A Card' is a decent and playable minion. This is probably better in non-combo control decks, since it won't draw you deeper into fatigue, but it is HORRIBLY weak against silence. In something like Zoo, you'll probably double a Magic Carpet or Leeroy Jenkins or such. Maybe Sea Giant. Typically stuff you'd be glad to have an extra of. Key card to make decks work? Maybe not, but seems like it'd be an easy-to-include 2-drop.
I kinda like all the effects, but at the cost of no-duplicates? Not sure.
Reno isn't even that bad. He's like a better Dyn-o-matic, 10 damage instead of 5, only damages enemy minions instead of also your own, with +1/+2, for +1 mana.
The big unknown, for example, is if there's enough other support for no-duplicates in the expansion. If there's a few neutral cards which depend on the effect, might be worth it.
One thing a Cyclone Mage gets is a cheap spell. You don't have cast the quest Turn 1, but can save it for when you play Sorcerer's Apprentice and go off. One more spell for the Mana Cyclone turn.
Late-game, though, it's just an "infinite value" hero power, that's probably more meaningful than the ping.
Very few value generation cards have an immediate impact on the board. This one does, and I think that's going to matter.
Just imagine the feeling when you play this, expecting to get two copies of Bloodreaver Gul'dan, and your opponent coins out Ironbeak Owl. Bottom right, folks.
2-mana 2/1 with 'Deathrattle: Draw A Card' is a decent and playable minion. This is probably better in non-combo control decks, since it won't draw you deeper into fatigue, but it is HORRIBLY weak against silence. In something like Zoo, you'll probably double a Magic Carpet or Leeroy Jenkins or such. Maybe Sea Giant. Typically stuff you'd be glad to have an extra of. Key card to make decks work? Maybe not, but seems like it'd be an easy-to-include 2-drop.
I kinda like all the effects, but at the cost of no-duplicates? Not sure.
Reno isn't even that bad. He's like a better Dyn-o-matic, 10 damage instead of 5, only damages enemy minions instead of also your own, with +1/+2, for +1 mana.
The big unknown, for example, is if there's enough other support for no-duplicates in the expansion. If there's a few neutral cards which depend on the effect, might be worth it.
One thing I like: there's an easy trick to remembering how many "E"s are in there: four bees, for "E"s in [Hearthstone Card (BEEEES!) Not Found]
One thing a Cyclone Mage gets is a cheap spell. You don't have cast the quest Turn 1, but can save it for when you play Sorcerer's Apprentice and go off. One more spell for the Mana Cyclone turn.
Late-game, though, it's just an "infinite value" hero power, that's probably more meaningful than the ping.