An elemental could be Violet Spellwing, Mana Cyclone, Cosmic Anomaly, Zephrys the Great, Siamat, Mountain Giant, Ragnaros to name a few obvious ones.
So this quest should not be that hard to complete, and the reward is very good. But it costs you a slot, and its not as consistent as normal draw. I like the other sidequest of mage more.
All decks that are either cyclone or have Archmage Antonidas will be playing this card. Any 1-mana spell is a free extra fireball later.
And it has synergy with both sidequests so all decks that will have sidequests cards will also include this one. I think mage now finally has the tools (ie 2 good one-drops) to have a consistent one-drop to contest the early turns with something more than just hero power.
And even hand-mages with Mountain Giant are happy to play cheap cards that generate one so hand-size keeps growing. Only N'zoth decks will be not so happy but that will be wild territory again.
Great card, can take out a big one and lots of small ones without losing efficiency, and with more control/accuracy than Reno for instance.
Quote From frosthearthQuote From UVEQuote From ZwaneDoes this scale with spell power?Yep, if you have 9 cards and +1 spell power, you will deal 10 damage splitted. At least Spreading Madness works like this.Beacuse the wording says 'repeat' the effect, I believe if the minion with spell damage dies while the spell is going off, it will revert to 1 damage for the rest of the cards in your hand.
Quote From UVEQuote From ZwaneDoes this scale with spell power?Yep, if you have 9 cards and +1 spell power, you will deal 10 damage splitted. At least Spreading Madness works like this.
Quote From ZwaneDoes this scale with spell power?
Does this scale with spell power?
Yep, if you have 9 cards and +1 spell power, you will deal 10 damage splitted.
At least Spreading Madness works like this.
Beacuse the wording says 'repeat' the effect, I believe if the minion with spell damage dies while the spell is going off, it will revert to 1 damage for the rest of the cards in your hand.
I would say the repeat is an indication that the spell damage will be applied for each repeat giving you 9x2 damage for instance. Most of the time, your base dmg printed on the card gets increased, also visually, so this would mean that the 1 is increased to 2 for instance, yielding a multiplicative factor and not an additive one.
What happens when your spell damage increase minion dies during the spell I don't know but I guess your spell damage is then gone so it will do normal dmg for the remainder of the spell, since spell dmg is a "bord state" attribute.
Its a kind of little (or large) brother of Faceless Manipulator. Again very interesting, seems good to ged rid of some of your small cannon fudder (like lackeys or other small tokens lying around) and its a beast of tempo that just adds another 5-4 to your real estate. When someone polymorphed your giant you can turn it into something useful again. Someone silenced your Doomsayer? No problemo!
Not sure what happens if your battle cries trigger twice though. Will it transform two different minions?
And they must have tested this with Shudderwock. Right? Right?!?
And I finally can put my Angry Chicken to use!
I am pretty sure it will not trigger the battle cries since that would make it bonkers, and as I remember it, battle cries are only triggered when "played from hand". But all passive effects on your cards, or end-of-turn effects, or other cool effects are copied for sure and this makes it a very scary card indeed.
I think it is going to be hard to create a deck with so many "auto-include" cards around. There are only 30 slots and already 20ish auto-includes, apart from the old auto-includes like Zilliax and Siamat.
Well I am having a lot of fun with it, after an N'zoth turn resurrecting all my taunts/heals/deathrattles, often N;zoth lives and I use this card to get me 2 extra "for some extra insurance" lol. I am using it in a value oriented mage deck with lots of 6+ minions. Also great to copy your rag's for instant extra 8 damage.
There are also cards with the negative side effect of putting some 1-1s in your deck. That negative effect can now be put to use.
Its also a way to maybe get more of your awesome class legendaries in your deck. As a mage, I would love a couple of Archmage Antonidas or Khadgar, say. Interesting card. Especially if the neutrals you added were only there for the early game and you did not draw them for instance. Or more copies of some OTK like more than 3 Sorcerer's Apprentice would give me some OTK possibilities.
As a mage player this is very interesting, since you really want extra 1-mana spells to combo with either a cyclone package or an Archmage Antonidas turn, but you do not want a deck that only consists of spells since you obviously also need some bodies on the battlefield. Together with a dragon tag this is also an activator for various other cards while in your hand. So I can see this find a way in some mage decks.
I agree with most that has been said already but this card also makes OTK decks more promising which rely on doing 30ish dmg to hero in one turn. With armor around, this could fail horribly against the matchup you were targeting, ie control (warrior, druid). But now you have a tool against that.
Ever felt the need to also have a decent body after that Flamestrike? Now you can! For 9 mana! Clear board, use Ray of Frost to freeze that big surviving minion and be ready for action with a 6-6. What I like about this quest is that the impending doom of a free 6-6 is a continuous threat. Opponent must take it into consideration.
And its a useful 1-mana play which Mage is a bit lacking. So it can be included to mulligan for and hopefully play it at turn 1. Or keep it for a nice combo with a big spell. However, there are so much powerful cards screaming for inclusion in your deck that I am sure this one will not be an auto-include. Also wondering about the interaction with Khadgar: if you have him in play will it summon two minions? Or not since its not a "card" anymore but a "sidequest".
This can be good in a tempo mage deck. If played on curve after a apprentice survived on turn 2, you can play some 0-mana spells to also get you a 5-5. If played later, say on turn 5 in flamewaker style, I am more doubtful of its effectiveness. Sure, if you are lucky and you can get a big train of spells (like more than 9) then you suddenly have 3 5-5s as bonus instead of the 18 direct damage from your flamewaker.
If you can make this all happen before turn 8, I think you are doing great. Later the odds are that opponent has some board clear ready and then you need another plan.
So, basically I dont know yet...you only have one copy so how effective will it be in your deck. Unclear for me.
Ah! But I forgot about Khadgar! That doubles the potential. Definitely interesting. And I also did not consider a combo with a free spell like Puzzle Box with the new dragon in hand free spell card. Ok, you are talking about a 9-mana combo, but hey, you get a free puzzle box, and 3 5-5s (which hopefully survive your box) and 2 more minions. That will be a fun turn at least :)
Priest quest complete HP only gives 3 extra health per turn and you need 5 per turn so it is not continuous.
This is serious business. In combination with a free Conjurer's calling and Khadgar this can give you 4x 6-mana minions and a 2-2, so 26 worth of stats for only 8 mana. Compare that with the "normal" Khadgar on a mountain giant which gives you 3x8=24+2 = 26 mana extra stats. It's the same power-level, except you do not need to have a big minion on board. And more flexible you can use it with your expensive spells as well. Normally you first have to wait for Kalecgos to give you a free spell but now you can do this at turn 6 already (5 with coin).
And got my first primal. Not one I can really use in my main build though. But will be fun to use in alts.
I like the new quests better since they can be done more easily if you play only one class mainly.
And...I did it. Let the primals pile up in the loot. Please?