Sponsored Links. In this article: arcane-blast , arcane-changes , arcane-focus , arcane-mage , arcane-mage-arcane-brilliance , arcane-missiles , arcane-spec , Cataclysm-class-changes , cataclysm-class-previews , cataclysm-game , cataclysm-guide , cataclysm-news , class-help , evocation , expansion , expansion-three , featured , guide , guide-to-mages , i-hate-warlocks , mage-arcane-arcane-brilliance , mage-guide , mage-info , mage-talents , mana-adept , mana-gem , next-xpac , talent , talents , third-expansion , world-of-warcraft-cataclysm , world-of-warcraft-class-guide , world-of-warcraft-guide , wow Mana Adept: Arcane will deal damage based how much mana the mage has.
If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage. The intent behind Mana Adapt Arcane mastery is that Arcane currently has a pretty fun mana management game going, at least at relatively high level. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.
New Talents and Talent Changes Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.
The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect. Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time DoT fire spells.
The Burnout talent will allow mages to cast spells using health when they run out of mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage. Ignite : All direct-damage fire spells will add a damage-over-time DoT component when cast.
The flavor will be similar to how Fireball works; however, the DoT component will be much stronger. Deathfrost : Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Flame Orb is not channeled. It may have a cast time, but after that is fire and forget. Giving it a target to follow makes it feel more like a fancy dot — useful perhaps, but nothing that feels really new. Wall of Fog is not channeled. We like the basic gameplay of Hot Streak. We may lower the magnitude overall for the same reason.
On Arcane Missiles, the basic spell is pretty cool. What if it has a cycling trigger? What about a card with X in its cost? What about if its cost can be reduced? My most fundamental advice is this: put cards on your mana curve wherever you think you are most likely to use them.
For example, in the case of Bone Picker , I'd put this in my four-drop slot. If I can cast it for one mana, that's awesome, but I should expect it to be four most of the time.
On the other hand, I'd expect to cycle Deem Worthy more often than I'm going to hard-cast it. I'd put it in my four-drop slot as well. Additionally, there's a big difference between these two cards. One can't always be cast for its cheaper cost and one can.
In general, I would tend to put these on your mana curve presuming you are casting them as normal—and then cycle them in game when you're in a situation you need to cycle them. With that said, if you're including a card in your deck that you may occasionally cast but mostly intend to cycle—for example, Dissenter's Deliverance —I'd put it in the cycling slot.
Put it wherever you're going to use it more. This is pretty clearly a three-drop in my book: you want to cast this on turn three, and you can't cast the other side from your hand.
With that said, you should keep in mind that having a spare six mana at some point could net you cards—but I wouldn't put this as a six on your mana curve.
Similarly, it's important to always keep any activated abilities on your creatures in mind, as those are ways to use your mana as well. Of course, as the situation dictates, I'll cast it for whatever seems correct—but it's good to note where it's best.
And, of course, use your judgment and keep your flexible costs in mind. You can't have the same piece of cardboard in two places at once, so if you have a card with a flexible cost, note it while figuring out your mana curve.
As noted earlier, you generally want more cheap costs and fewer expensive costs, because over time, you're more likely to find your high-cost cards. Every deck is going to vary a bit based on what its game plan is and what you ended up with, of course. But, if you can, what you want is something in your "creature row," not your "spell row" that looks roughly like this:.
Astute readers out there might notice these numbers are slightly different than my normal Prerelease primer numbers. That's because that article is geared more toward Sealed and less toward Draft which tends to be more aggressive , and because y'all are getting some advanced caveats. One-drops, despite being the thing you would want on turn one—and theoretically would want to be the most of—tend to be weak and quickly have diminishing returns over the course of the game.
This is something you see the largest disparity of between Limited and Constructed. In Constructed you have all the most powerful one-drops at your disposal, and you can maximize your deck to use them. Two-drops, on the other hand, are pretty crucial.
You're either going to want to be attacking with yours or trading with your opponent's. They also fit well into off-curve turns—for example, playing a two-drop and a three-drop on turn five. Even if you're not a deck that wants to attack, blocking with a two-drop against an aggressive deck is going to save you a lot of life. Three-drops have a similar philosophy to two-drops, only they fit into your off-curve turns a little worse and you have a bit more time to draw them.
The four-mana slot is when you get to a real turning point and you start to want to not have too many cards. While you want to play a four-drop on turn four, you don't want to have too many of them. Having an opening hand with two or three four-drops can make your draw pretty slow. Five mana is even rougher than four.
You need to hit your fifth land drop—which you won't always do.
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