Ancient Mysteries
Ancient Mysteries is a 2 Mana Cost Common Mage Spell card from the Saviors of Uldum set!
Card Text
Draw a Secret from your deck. It costs (0).
Flavor Text
I'm not saying it was aliens, but it was TOTALLY aliens!- Mana Cost: 2
- Crafting Cost: 40 / 400 (Golden)
- Arcane Dust Gained: 5 / 50 (Golden)
- Rarity: Common
- Class: Mage
- Card Type: Spell
- School: Arcane
- Set: Saviors of Uldum
- Mechanics: Change Cost, Secret
I want to mention Arcane Flakmage.
But before I do, a 2 cost card that draws a 3 cost secret and makes it (0) is almost always better than drawing a secret straight. The downside is you would want to run more secrets than these in your decks to ensure you always have something to draw. It thins out the deck aswell, mostly a good thing.
Now to the new card Flakmage, this card makes a HUGE difference. Flakmage is a 2 cost card that would normally have to be used on turn 5 with a secret. With this card you can either coin on turn 1 or play this card turn 2, then play Flak with it next turn that deals 2 damage to all enemies. This is a huge tempo gain and solves aggro threats sooner (turn 2/3) rather than turn 4/5.
Rating: 5/5
0 mana spells are pretty good, especially with the value generators and secret synergy cards that mage has. I think this has potential in standard and could be played in wild as well, though I’m not sure if it goes in Secret mage there. It has better potential in decks that only run Ice Block in place of Arcanologist, since this lets you weave it in to turns better.
I still don’t think there’s enough good secrets in Standard for Secret Mage to make a real comeback, but the synergistic cards in this set are all very powerful. Even if it isn’t a successful archetype/package currently, it will be something to keep an eye on for the next year and a half.
Pretty good tutor card, this will see as much play as that 2 mana 2/3 draw a secret from your deck card.
Secret Mage just got a Power Spike, and it’s being nice to players that don’t have Subject 9. 5 Stars.
now this is a 5/5 card… there is absolutely nothing bad to say about this… Thins your deck, search for secrets, enable turn 2 secrets, and combos with the new minions that deal damage so u can play both in 1 turn
Auto include for secret mage. This will be an annoying card in wild as well for secret mage 0 cost Iceblock = nuisance.
You don’t neeeed to put Mage Secrets into play right away, in fact with Mirror Entity and Counterspell you’ll probably wanna wait. But holding onto 0-cost secrets can be great for Miracle turns with Mana Cyclone/Dune Sculptor/etc and your other Secret synergy minions. Has potential.