Thursday, March 22, 2007

Stealspell

Today's preview card is up. It's a new Mage ability

Stealspell
Cost:3

Gain control of target ability. If it's attached to a hero or ally, you may attach it to a different hero or ally.

This card doesn't excite in the way some of the other previewed cards have. There just don't seem to be that many abilities where stealing them could be considered game breaking. Stealing a Searing Totem is nice and getting a Curse of Agony would be great. If this card were an instant we'd have ourselves a winner for sure. As it stands, I'm not going to say it's bad. It could have uses, but at best, I think it's probably a sideboard card. It just seems like it will be dead too often vs. aggressive decks to warrant inclusion in the main. The other problem is the fact that it's a Mage ability which leads me to the next topic I want to talk about today, why Mage control doesn't work.

Mage decks have an inherent and significant drawback that no other class faces (actually Rogues have this problem too). They have a low health total, no good armor or damage prevention effects, and no healing. The other caster classes have good healing ability while the combat classes tend to have higher health and good armor. Take Grennan for example. He starts at 29. Has a built in 3 point heal with his flip ability and a lot use Draconian Deflector. If a Deflector gets used say 3 times in a game, you actually have to deal 44 damage to Grennan to finish him.

The Priest, which is the other class with a really low health total, can heal obscene amounts of damage and is getting the ability to heal 14 damage for 4 resources in Dark Portal. Healing Priests don't work for other reasons, but they can definitely heal some damage.

The Mage though had no inherent healing ability and no armor or prevention spells. This means to kill Litori (Ta'Zo and Varanis tend to be more aggressive decks so this isn't as important to them) you only need to do 25 damage. Compare this to the Warlock, which is the other main Alliance control deck. She starts at 28 so that's already 3 extra damage. Factor in Steal Essence which heals 2 and Nemesis Skullcap which can heal a lot, and suddenly you might have to deal 35 or more damage. That 10 extra damage is significant.

A lot of people have been predicting big things for Mages after Dark Portal, Blood Elf Mages in particular. Aside from the fact that's it's still way too early to try to predict how DP will affect the metagame, until Mages get something to help that low health total, I think they will only find success by killing their opponents before their opponents kill them.

8 Comments:

At 1:08 PM , Anonymous Anonymous said...

I like the card a little more than you do, and think that it definitely has some good potential. Stealing a 'ghostwolf' would be pretty good, mages need cards like that to stay alive. Stealing a 'Bloodrage' would be amazing if a mage could actually find a way to gain health.
If Hunter gets some ability that sees play in every agro hunter deck, then Spellsteal will become a maindeck card for sure because it will be good against everything.

-scm2117

 
At 2:14 PM , Blogger Shane Irons said...

This comment has been removed by a blog administrator.

 
At 2:17 PM , Blogger Shane Irons said...

What interests me about Stealspell is that it allows you to gain control of the ability AND switch targets which seemingly means that the abilities initial effect(s) should fire off again. Unfortunately mages do not currently have any ongoing ability with an initial effect that is that good.

This will make cards like Shadow word pain more risky to play knowing it could be turned back on you.

That being said I agree that this appears to be a sideboard card at best. Mages would definately play this over Burn Away (That's a no brainer). Unless some really powerfull/usefull ongoing mage ability comes out of the next set I still think Invertor's focal sword will be the better choice.

I just wanted to add a mage could use it targeting a Fireball in play to deal 4 damage for 3 resources in a pinch.

 
At 2:37 PM , Blogger B Lyons said...

Actually, the initial effect of the ability won't fire off again since it doesn't put the ability back onto the chain. This just makes you the controller and let's you move it if you choose. It's basically a one-shot Focal Sword that can let you steal unattached abilities. The gain control clause is only there to allow you to take the unattached abilities like Shouts or Ghost Wolf.

 
At 3:50 PM , Blogger Unknown said...

I'm a not a fan of this card at all. Unless there is a broken ongoing ability or combo that uses an ability in the next set this card is a waste of trees.

The metagame right now doesn't even require Burn Away to be a staple, even in side decks we've decided it's a space that can best be saved for cards that affect the game in more decisive ways.

I think it would be better suited as an uncommon. If you read the forums on it, a few are playing it up quite a bit. I remember this kind of hype for Deflection in Magic. (and even when they dropped the cost in a future card, it still sucked)

As it is, I think it's taking a valuble rare spot from a class that seriously needs some help when it comes to making it competative.

 
At 4:13 PM , Anonymous Anonymous said...

The Mages main problem when it comes to control decks isnt really the low health total or the lack of healing. Warlocks only have +3 more health than the Mage and their Steal Essence Spell is completely offset by Drain Life, so that is a non-factor.

The main issue Mages have is the lack of Sarmoth. Sarmoth is such an amazing protector for its cost, and is really vital to the control deck surviving the hunters early rush of 1-drops. Giving Mages a couple more health points or a crappy healing ability wont solve their problems. What they need is an early drop board stabilizer card like Sarmoth, which still retains its value even into the mid-game.

 
At 7:25 PM , Anonymous Anonymous said...

I think that there will be a lot of ongoing abilities that will define the metagame. Look for aspect of the viper. each class will have such groovy ongoings. if I would play mage i would be putting 2-3 of stealspell in my sb

 
At 12:26 PM , Blogger Danny B said...

couldnt this be used on ghost wolf?!

just sayin...

 

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