![]() But the cards you do get are uniformly as good or better than the Cram Sessions (always draws 2+ cards, or generates a big board, etc.) with the exception of Hunting Party.Īt three mana, you're most likely going to get draw (including Hand of Gul'dan) or removal (Starfall, Siphon Soul). are all less than 50%, and there are no heal or armor cards at all at that man point. Of course you'll get 2 cards there, but the percentages for face, summons, etc. Yes, that's more than 7, but that's because some cards do more than one thing. One good and one mediocre/situational 2 mana spellsġ card that can draw or generate resources (cards or secrets in play), typically 1-2 cards/secretsġ card that does other stuff (freeze, silence, etc.) ![]() On average, you'll have the following afterwards:įour good, two mediocre/situational, and one bad 1 mana spells In the deck/draw above, we have seven 1 mana spells, two 2 mana spells, and one 3 mana spell remaining. And Chaos Nova is great at 2 mana, but it's only useful when you need a board clear.īad is reserved for things where you just do not want it and are likely to never be able to play it, or where you'd probably just want your card back. As an example, Holy Wrath is draw a card and usually deal 2-3 damage for 2 mana, which probably only barely make the grade. It is "mediocre/situational" if it doesn't quite fit these criteria. My criteria for these distinctions is the following:Ī card is "good" if: I would run them in the deck in place of a spell at the same mana cost the spell can be used in almost any situation (topdeck, from behind, etc.) and/or does something the deck already does at that slot, but better in most circumstances (a 1 mana Hex for example or a 3 mana Nourish) and/or it adds a bunch of stats to the board and/or makes our important minions more durable (Power Infusion, Blessing of Kings) for 0 to 1 mana They almost all get changed into straight up good spells, a most of the rest into mediocre or situational ones, and a handful of outright bad ones. There are (including the revealed MatDF cards) 85 spells between 4 and 6 mana in Standard: If you draw another minion and play Deck of Lunacy on Turn 1 (which is admittedly one of the nuttiest starts), every spell in your deck gets better the vast majority of the time. It's a fun, intricate mix of synergies.Īnd Deck of Lunacy completely short circuits it in a borderline broken way.Īssume that your opening hand is three minions, Deck of Lunacy (which has replaced Conjurer's Calling), and the coin. various things, mostly generating cards, making spells cheaper (to go off with cyclone and be able to cast more generated spells/get Mana Giants out faster) and spell damage (to improve cheap spells, Magic Trick, and Ras). ![]() Most of these decks run around 10-12 spells, typically:ġ x Invocation (call it 4 card generation, depending on circumstances)Ģ x Ray of Frost (removal, 1 card generation, 1 mana)Ģ x Magic Trick (1 card generation, 1 mana)Ģ x Primordial Studies (1 card generation, 1 mana)ġ x Conjurer's Calling (summon, 1 card generation)Īnd then on top of that, of course, they have a variety of minions that do. The place for this is in a deck like Cyclone Mage, something with a bunch of cheap spells that you want to cycle through quickly so that you can kill opponents quickly and/or generate a bunch of value on the back end with Mana Cyclones. Or maybe you do, and it works there, too, but that's not what I'm here to argue. This isn't a deck you put in Highlander for multiple Puzzle Boxes or into Big Spell Mage in order to turn it into Bigger Spell Mage. ![]() I think folks are looking at it completely wrong, looking for highrolls on big spells instead of the natural place: somewhat consistent upgrades on cheap spells. The initial community reactions have mostly ranged from "lol random" to "might be good as a hail Mary," for the most part. Deck of Lunacy, 2 mana legendary mage spell: Transform spells in your deck into ones that costs (3) more. ![]()
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