Why is azure mage good




















S ince the start of the game you and your opponent have been slugging it out to the point where you are both out of gas. You cast it, draw a bunch of cards with it, and ultimately bury your opponent with your replenished hand. In this case, sure. And while some games will undoubtedly be decided this easily by your Azure Mage, there are going to be plenty of games where it has only a marginal impact on the game.

Maybe it dies at the hands of a mediocre removal spell like Wring Flesh before it has the opportunity to do anything special, or trades with your opponent's Phantasmal Bear because you know that you won't have the mana to really abuse your freshly cast Human Wizard. It's very important to cast your game-breaking creatures at the right time.

If you cast your best creatures at inopportune times, then they will do little for you. You might have to trade a bunch of them in combat for creatures, or walk them into removal spells that you probably could have realized that your opponent was holding if you had only taken a minute to think about the way the game had played out.

For example, if you cast your Flameblast Dragon only to see it get immediately answered by a removal spell, then you will have gained nothing. But if you cast your Flameblast Dragon onto a stalemated board against an opponent who has no cards in hand, then you will win the game in short order unless your opponent happens to draw something fantastic. Sometimes your deck is nice enough to take these decisions out of your hands, giving you an Azure Mage when you have a ton of mana, and next to no action left.

But what happens when you draw Azure Mage in your opening hand? Do you cast it on turn two, knowing that it could easily die at the hands of a Sorin's Thirst or a Shock?

Or do you wait until you have six lands to ensure that you'll at least draw an extra card from your Azure Mage? If you wait to cast your Azure Mage until you're at six mana, then you get the added bonus that your opponent might have ran him or herself out of removal spells by that point, allowing you to draw extra cards to your heart's content. But your opponent isn't just going to dump his or her removal spells for no reason Unless one player is off to a tremendous lead or is in some way threatening to deal a ton of damage very quickly, you and your opponent are going to use removal spells to deal with each other's best, or otherwise peskiest, creatures.

If one player does develop a lead on the board and is looking to press that advantage to finish off his or her opponent quickly, then that player very well might use removal spells on mediocre creatures that are serving a key defensive role in order to keep the pressure on. With those would-be blockers out of the way, the aggressive player will be able to continue punching through damage in the hopes that he or she will win the game before his or her opponent is able to draw, cast, and ultimately take over the game with his or her best creatures.

If the aggressive player is able to win before the game goes long, then the fact that he or she doesn't have any removal spells for that Furyborn Hellkite that's stuck in the other player's hand won't matter at all, because, well, the game will already be over. If you allow yourself to fall too far behind, then the ability to spend four mana to draw an extra card probably isn't going to be that relevant, as you are going to need to spend your mana on things that will get you back into the game.

Yes, there are of course exceptions to this: situations where you've completely run out of gas and you need to draw into some action, or when you desperately need to dig for your Fireball to burn out your opponent who has developed an overwhelming edge on the board, or when you know that you need to draw your Mind Control to take your opponent's best creature to have any shot of getting back into the game.

So this give a minion to use better use a dragon than any good combo minion in your hand. Anyway, the unique reason to use cosmic anomaly is for combo, not for tempo :v. Really makes me miss the class bonus for discovery. Yes please!! It is tough to judge the overall potential of the card because the dragon pool looks to be getting a lot deeper….

It just needs a pool of dragons that are generally good enough that a 1 of 3 is at least playable. It should also offer some flexibility in the kinds of dragons you are selecting in some matchups you might want Ysera, in others twilight drake or faerie dragon might be better….

Garbage, even for Arena. Why do you want Spell Damage in a Dragon deck, or Dragons in your burn deck? Feels…about 1 mana too high to be used. Could be wrong, though. Thats a huge hope for 3. Theres only like what…10 cards or so per class? This could be good, but it 4 mana is rough for those stats. Not sure yet. This might also be more useful in a Highlander Dragon deck for the extra value.



0コメント

  • 1000 / 1000