01/04/2014 08:02 AMI understand my argument is a strongly worded comparison. But the mage counter argument of a 5 cost Assassinate (how do you like sheep at 3? Remember Assassinate has to deal with Death Rattle) card as an extra turn is pretty absurd. Also the example of having 25 damage on the board is a common occurrence only for mages because your strategy already was to freeze troops multiple turns so your opponent could do nothing. Your enemy can't cast 10 damage spells to counter that. I think the frustration for most people against these strong mage spell decks is there isn't really any counter cards outside of playing a Hunter for secret removal, and freeze really has no counter at all. I know you lose to getting rushed and that will be your counter argument, but we all run bad some % of the time.
Posted by Aza
As a mage remember you probably have card advantage due to your draw card spells and super efficient removal/stall cards. With Ice Block, a turn at the tale end of the game when you have the most mana can be more advantageous than you consider.
Well, two things. First, this isn't a mage "counter-argument", I'm just bringing up a perspective on the card that most people don't understand; namely, it's more effective to "survive one more turn" but running the enemy's minion off the board than it is to heal or make yourself immune to damage. Case in point; you see a lot of high-end decks that only run 1 Ice Block, but almost none that don't run 2 Polymorphs. The reason why is that in MANY situations, it's better to simply never lose board control than it is to survive for one extra turn. That is, if you can keep punching the enemy in the face every turn, and stop them from punching you, then there's no need to have a "don't take damage card" in the first place.
Beyond that, you're also inaccurate about mage card advantage; mage is just about the weakest class in terms of card draw. They can survive it because they tend to use more expensive cards compared to the next most comparable direct damage class, rogue. And mind, it's not that mages have BAD draw cards, they just don't have a lot of draw volume available to them. For example, Arcane Intellect is a decent card, but it only draws you a net +1 card; as such, when you fill your deck with the maximum number of these, it still only provides a net +2 card draw. And like I said, it's not that it's a weak card, but with the low volume, it's hard to scrape up much draw power.
Gadget Auctioneer can be used, but he's far more efficiently used with decks that combo together cheap spells like Rogue.
The last possibility is Acolyte of Pain, but despite popular misconception, it's actually a pretty inefficient draw card for mage unless you're going to buff its stats. Even if, hypothetically, the enemy just plain ignores it and lets you ping it with your hero power, it will cost 7 mana to gain a net 2 card draw (essentially, 2 more mana than Nourish, which does the same) as well as losing access to your hero power those turns for some other potentially important purpose.
Anyway, the point being, draw power is actually one of the primary weaknesses of the Mage class.