Quote:
Originally Posted by Namath12
Afaik there are three classes that can remove it on T2 and one of them is mage
Druid: wrath. T1 enchanted raven t2 hero power trade.
Shaman: One drop+flametounge totem or one drop plus jade claws
Warrior: Fiery war axe, a million other cards
Hunter: trade fiery bat in, get lucky with the ping. also coin bow.
Priest: Shadow word pain
Mage: Frostbolt, ping+trade, glyph into whatever
Rogue: Backstab+hero power. Hero power plus southsea deckhand or two pirates. Hero power plus coin SI Agent. Evis.
Warlock: Trade in a T1 flame imp. Um, coined juggler into play something trade juggler. bloodbloom+doooooom
Paladin: I can't think of a way but I never play this class have like 5 wins with it on ladder.
I think the most I've ever hit someone or been hit by mana wyrm is 5 or 6. It only has three health and is not very scary though you don't know how to remove it so maybe you are more scared of it than you should be...
It is not a problematic card lol. Most of the other cards in Secret Mage are much more insane...zero mana 5/5s, secrets that eat your win condition, two copies of a burn spell that can give a 5/7 with charge.
Ice block is fine. Idk, glyph needs to be changed to be less flexible...doesn't make any sense it gives a 2 mana cost reduction but shadow visions doesn't.