That Mage card is ridiculous.
That Mage card is ridiculous.Agree
Keep in mind that secrets only work on your opponent's turn! So you can't cast the secret then run your Cairne Bloodhoof in to something - your opponent has to kill one of your minions.
It could be some nice thing, but not in mage i think
LEEROOOOOY JENKINS*ahem*...... LEEROOOOOY JENKINS, woop woop LEEROOOOOY JENKINS!mage aggro post expansion; son of a !@#$%
Honestly, I think duplicate is pretty meh. For one, your opponent gets to pick what to destroy since this only activates on their turn. Second, you still have to pay to play them on your turn again.
@Maruset but, as DoomBloom points out, this would work well for cards like Leeroy where you expect them to get killed if you don't use them to finish. Of course, then you'd want Leeroy to be your only minion out. Summoning 2 Leeroys the turn after a Leeroy would be pretty nice. :)Side note: Leeroy I feel is deserving of a nerf, since he's important in so many decks, and Team 5 has been pretty clear about wanting diversity in decks.
Hmmm, definitely has huge upside, but it'll be interesting to see how it plays out. For one thing, it's pretty powerful if you have only one minion out and it's half decent.But then, it gets *dramatically* weaker against mage and shaman who can hex and poly, which will likely leave you with 2 pretty much useless frogs/sheep. Also backfires if your opponent spawns a minion for you, like a Leeroy whelp they then kill.But yes, a lot of upside, but we'll see if it gets realized or not.Edit: would likely synergise best late game with a good 5 drop - such as Azure Drake. In top deck wars, playing out an Azure Drake and this secret on one turn, then having it die to get you 2 more drakes with +2 spell damage and 2 more card draws is just powerful.Of course, any 6+ cost powerful card is still going to be pretty darn good, but the drawback is that you definitely can't play out both copies - which may or may not be an issue.Also, Antonidus into this would be a lot of fun. Obviously they're in for a world of hurt if they leave him up - but if they take him down, they're still going to have to deal with him up to 2 more times.
I feel it's gonna do really well in the lategame control mage, but super useless in other decks. Like all the other 3 mana secrets, it feels way too slow in the game of Hearthstone, but I can imagine throwing this out with a Kirin Tor will be pretty funny.
Shadow Word: Death'ing a late game minion will be very dangerous.Hex and running a minion in, however... here's two frogs for your hand!
That Mage card is ridiculous.It truly is. Jaw dropped when I saw it posted on the subreddit.
Leper Gnome gg.
SoIf a mage plays a secretYou first have to "check" as followsDon't summon a strong minion so it won't be copiedDon't use a good spell, so it won't be countered or used on a dummyDon't attack him with a good minion so he won't be vaporizedAnd now don't kill his strongest minion first (Instead of ignoring it for a much dangerous one and wasting a turn on it)Mage is limiting players enough already, the card is pretty damn good, but imo it shouldn't be a mage class
I just one question : when release? Otherwise some of my friends will quit this game soon cause too long time to wait.
I just one question : when release? Otherwise some of my friends will quit this game soon cause too long time to wait.If they keep releasing 1 card a week, while having 3 cards left, the safest bet is to assume we have little less than a month before release. The other option is that they still have stuff to tease, but that's very unlikely seeing the stuff they teased so far. Not much left...
Just thinking; turn 3 Kirin Tor Mage into Duplicate could be pretty powerful. If you have a 2 cost minion on board, playing 2 of it out on turn 4 likely won't be the worst play ever. If you only have the Kirin Tor out, having two 4/3s in hand isn't terrible either.
Just imagine...Turn 2 Coin + Kirin Tor Mage + DuplicateTurn 3 2x Leper gnomeEnjoy!
Both cards are very strong. I agree about the mage card, I waited 3 turns when I had lethal due to a mage having a secret and being afraid of running into something bad, and yes Leeroy needs to get nerfed. Time to see some more control decks in Meta that would make me want to play more.
It isn't better than counterspell. :)Counterspells and Spell benders are a must for any mage deck imo.
How would you nerf leeroy for rogue?Leeroy now==========Leeroy (4 Mana +6 Dmg) + Shadowstep (0) + Leeroy + ColdBlood (3 Mana +10 Dmg) + Shadowstep (0) + Leeroy + ColdBlood (3 Mana +10 Dmg) = 10 mana for 26 damageLeeroy +1 mana nerf===================Leeroy + Coldblood (6 Mana + 10 Dmg) Shadowstep (0) + Leeroy + Coldblood (4 Mana + 10 Dmg) = 10 mana for 20 damage+1 Shadowstep nerf==================Leeroy + Coldblood (5 Mana +10 Dmg) Shadowstep (1) + Leeroy + ColdBlood (4 Mana +10 Dmg) + Sinister Strike = 23 damage for 10 manaLeeroy -1 Damage nerf=====================Leeroy (4 Mana +5 Dmg) + Shadowstep (0) + Leeroy + ColdBlood (3 Mana +9 Dmg) + Shadowstep (0) + Leeroy + ColdBlood (3 Mana +9 Dmg) = 10 mana for 23 damageLeeroy +1 Mana Nerf + Shadowstep +1 mana nerf=============================================Leeroy (5 Mana +6 Dmg) + Shadowstep (1 mana) + Leeroy + Coldblood + Sinister strike (5 Mana +13 Dmg) = 10 mana for 19 damage