Unexpected Results

Unexpected Results Card

Unexpected Results is a 3 Mana Cost Epic Mage Spell card from the The Boomsday Project set!

Card Text

Summon two random 2-Cost minions (improved by Spell Damage).

Flavor Text

Sometimes science is more art than science. A lot of people don’t get that.

Unexpected Results Card Review

I just love new mechanics. Who doesn’t? This is the first time a non-damage spell gets affected by Spell Damage.

As a base cards, this is just weak. Paying 4 mana to summon two random 2-drops is underwhelming. Not only the bodies will, on average, be pretty weak, but since you summon, not play them, all of the Battlecries will be irrelevant. You don’t want to play a card like that.

However, it being improved by Spell Damage makes it a more interesting choice. With just +1 Spell Damage on the board, it now summons two 3-drops, which would be well worth paying 4 mana for. So just curving with aΒ Black Cat into this one, you will have a really nice tempo play. That said, sticking a Spell Damage minion is not necessarily easy, those will die most of the time. You can play it withΒ Bloodmage Thalnos on the same turn, and it’s okay, but not amazing. You could also experiment withΒ Tainted Zealot and… that’s it. Yeah. That’s the problem – there aren’t enough good sources of Spell Damage in Constructed, which this card desperately needs. Of course, if you manage to stick aΒ Malygos onto the board, then this will summon two 7-drops. Amazing, but if you stick Malygos to the board, you’d rather just throw a bunch of spells at your opponent and win the game…

This might be a fun/solid option in a Spell Damage Mage deck. Right now we’re still far from creating one, but if Blizzard will push that theme this expansion, this card might be much better than it seems right now.

Edit: A new Mage minion was just revealed (Celestial Emissary) and, exactly, it seems like Spell Damage will be pushed in Mage this expansion. While we’ll need to see more cards to really tell whether it will be worth it or not, with a few more good Spell Damage minions, I wouldn’t be surprised if this would play. With just +1 Spell Damage, this is already good enough – with +2 it’s great, and with +3 or more it’s nuts. We’ll see how it works, but we still need to remember the fact that it sucks without any Spell Damage on the board. But it seems like something fun to experiment with.

Card rating: 4/10 right now, but it can be better if more Spell Damage synergy gets revealed

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41 Comments

  1. Ertje
    July 28, 2018 at 1:41 am

    Underrated card

  2. Sammy
    July 27, 2018 at 9:46 am

    One of the biggest weakness’s for mage for over 3 years is that they cant get a good 4 mana body on the board for aggro/midrange spell mage. Needs to be upgraded from the 2 mana to 3 mana because Blizzard refuses to move doomsayer to hall of fame. Doomsayer has been single handedly ruining multiple blizzard cards for years, not to mention the card being in all classes but we want more individual creativeness for each class but lets just make sure everyone can keep playing doomsayer in this slow sleep meta but thats a different story. But 2 3 drops for 4 mana will this finally be a cure for mage at the coin 3 mana / 4 mana spot? Mage needs something like this to evolve

  3. LUL
    July 25, 2018 at 9:04 am

    mage needs something like this but the 2 drop part has to be upgraded

  4. LoneWolf
    July 24, 2018 at 9:21 pm

    (Crafts Thalnos)

  5. GlosuuLang
    July 24, 2018 at 5:06 am

    I really like they are trying new mechanics or variations from already existing mechanics. If we see more cards like these, we could rename “Spell Damage” to “Spell Power”. Imagine getting e.g. extra healing or extra armor because you have Spell Power. As to this card… it’s pretty poor. 4 mana summon two random 2-drops is terrible. 4 mana summon two random 3-drops is acceptable, but you need Spell Damage +1 on the board. This only gets good with Spell Damage +2 or more on the board, in which case you are probably better off killing your opponent with burn spells, no? I think the condition of having to have some Spell Damage on the board for it to be at least decent is what makes this bad. Greater Arcane Missiles, for example, scales great with Spell Damage, but it was an overcosted card. I feel this is somehow the same. 1.5/5 stars.

    • GlosuuLang
      July 24, 2018 at 5:24 am

      OK, I just saw the new card Celestial Emissary. That synergizes VERY WELL with this, so I think both cards together are good enough to warrant experimentation in Constructed. I’m upping my rating for this card from 1.5 to 2 stars, will see experimentation, but won’t be powerful enough.

      • Tricklas
        July 24, 2018 at 5:54 am

        You pay 6 mana for 2 4drops….. how amazing … Combos like good old pyromancer equality (for 2 mana less) are much more powerful 2 Card combos

        • GlosuuLang
          July 24, 2018 at 6:05 am

          Hey don’t forget the extra 2/1, that’s worth 0,5-1 mana. πŸ™‚ Two four-drops summoned is about 7 mana (not 8 because you lose battlecry value) + the extra 2/1 that makes it 7,5 mana (for 6 mana). Yeah, it’s not spectacular, but wouldn’t you at least experiment with it? Wild Pyro + Equality is a total different combo (and a great one, I must add), aimed to destroy board presence, not create it.

          • Tricklas
            July 24, 2018 at 6:19 am

            yaeh your right maybe it has a value from around 7,5 mana (if your unlucky ist less and maybe one defile will kill all but anyway). so u get value from +1,5 mana by using 2 Cards u can’t really use for anything else without making an bad move. a 6 mana Card making would see Play but u shouldn’t Forget
            1. u have to have both Cards in Hand which can be cloggy
            2. u have to spend TWO Cards. 1 Card is worth around 1,5 mana (look like Cards like innervate or arcane intellect) so you make 1,5 mana plus – 1,5 so this move give no value at all. it’s okay but not awesome.
            Also ist not really flexibel. e.g. u will never Play the elemental at 2 mana to get it killed by ping.

  6. Dd
    July 24, 2018 at 12:46 am

    I have been working on an even-mage deck for wild that plays Greymane with lots of hero-power stuff in it (Coldara Drake, Garrison Commander, etc.), and this card fits nicely because it gives improves the value of both thalnos but also, and more importantly, Dalaran Aspirant which, if it is not cleared, can easily get 3 or more spell power. The deck, obviously, is not even close to top tier, but it is fun and could see some use of this card.

  7. Brian
    July 23, 2018 at 7:40 pm

    Turn 8 ancient mage? Not bad per se if you had 2 minions. This card is decent but hard to pull off successfully without your key card like Maly getting killed off.

  8. Blorp
    July 23, 2018 at 1:25 pm

    It was said on the reveal stream that spell damage would increase the cost of minions, not the amount.
    Thalnos + Unexpected Results = 2x 3-cost minions
    Malygos + Unexpected Results = 2x 7-cost minions

    • Swayer
      July 23, 2018 at 1:26 pm

      Okay nice, sounds decent πŸ˜€

  9. Sehrvis
    July 23, 2018 at 1:02 pm

    I’ve been thinking for a while that they should find a way to have spell power affect non-damage spells. Hope to see more of this.

  10. Zucki
    July 23, 2018 at 12:32 pm

    Very unclear wording on this one on how the card upgrades…In that sense, I guess “Unexpected Results” is perfect flavor for the card.

    • DyingHawk
      July 23, 2018 at 1:27 pm

      the digit is upgraded not the spelled out word, it says “two” in the number of minions and “2” in the cost of minions so it will affect the cost.

  11. Soup And Salad
    July 23, 2018 at 12:13 pm

    Spell Damage Mage maybe…
    There would have to be some cheap, efficiently stated Spelldamge minion like Cult Sorcerer or Soot Spewer to make this worth playing in Tempo mage.
    This spell is a little small in both cost and effect for Big Spell mage to want to play.
    And the default mode of the card isn’t particularly inspiring to begin with.

  12. Jed
    July 23, 2018 at 11:55 am

    Sound like it will be fun to play around with
    3/5, at least for the possibilities

  13. Nickname23
    July 23, 2018 at 11:39 am

    The card is worth more than a 3 star rating. I definitely see it being played in faster mage decks.

    • Soup And Salad
      July 23, 2018 at 12:09 pm

      I’d rather play Vex crow since that can spawn a ton of minion. I don’t see this being a card Tempo mages would want to play over the other four drops it currently does.

      Plus, faster mages wouldn’t really play Spell Damage cards unless they’re cheap with a good statline like Soot Spewer and the C’thun card, so you would rarely get more value out of it than what it already written on the card.

      • Nickname23
        July 23, 2018 at 12:16 pm

        It’s just a good follow up to common tempo mage turn 2/3 plays (Apprentice/Kirin Tor) what makes it playable in my opinion.

        • Blorp
          July 23, 2018 at 1:30 pm

          During the stream, Peter said that there will be more support for the card. Guess we’ll have to wait and see!

          • Nickname23
            July 23, 2018 at 1:34 pm

            ok, I didn’t notice that. The card is already 4 stars in my books, so there is some potential.

        • Soup And Salad
          July 23, 2018 at 2:43 pm

          Without the spell damage improvements, this is something Tempo mage as we currently know it does not need. The deck rarely has an issue making a turn four play, and on average without enhancements you will only summon about 3.54/4.67 in stats that will usually do nothing for you the turn it is played. As the current tempo mage deck does not play any Spell Damage + cards, you will usually be better off just playing Lifedrinker. At least that heals and hits for 3 when it is played.

          This is not assuming the other support yet to be revealed synergies with the card so well, it shifts the nature of Tempo mage what was largely established with Un’Goro and the addition of Arcanologist. It very well could. I am not hopeful for it though.

          • Nickname23
            July 23, 2018 at 3:31 pm

            I’m also not a huge fan of the archetype πŸ˜€
            I think completely different. Tempo Mage relies on getting early minion damage in and burn you down later. The burn you down later – part of the deck is very consistent. What the deck often struggles is snowballing an early board. This card helps, especially after Kirin Tor into Secret, but also as a board Refill after early removal. So I think it’s a stronger 4 than Lifedrinker.
            BTW: Lifedrinker is one of the weaker cards in that deck.

          • Soup And Salad
            July 23, 2018 at 5:23 pm

            To Nickname.

            Tempo Mage usually struggles against decks that are faster than it, especially ones that can clear Mana Wyrm before it does anything. Playing a card that will usually summon a pair of about 2/2s for four mana is not really going to help with that weakness.

            I am aware Lifedrinker is one of the weakest cards played in Tempo mage, but it at least is more than a just a body right as it is played and that reason is why it is the only four drop being played in Tempo Mage at this moment other than fireball.

            This card needs to be enhanced by spell damage to be playable in a tempo based deck and given how dangerous giving efficient spell damage minions like Cult Sorcerer to mage has been in the past, I doubt such a tempo tool will be made available to the class any time soon.

          • Nickname23
            July 24, 2018 at 1:04 pm

            Nah, you’re right, I was a bit off the mark here. You would rather play Saronite Chain Gang than this without Spell Damage. I was thinking too much about curve aspects like the mentioned Apprentice/Kirin Tor. You’re also right, that getting outpaced is the big weakness of tempo mage, but that are usually bad matchups anyway. Loosing early board against AoE / Removal is the other.

  14. TheEyeszlader
    July 23, 2018 at 10:58 am

    It has potential but on avarage it’s a much worse call to arms

  15. Swayer
    July 23, 2018 at 10:55 am

    Seems interesting hope they say what exactly it does.

  16. ben
    July 23, 2018 at 10:43 am

    Very confused about how this works.

  17. SelliM
    July 23, 2018 at 10:34 am

    Does it mean that if you have Thalnos on board you’ll get 3 minions, and if you have Malygos you’ll get 7?

    • Caracarn
      July 23, 2018 at 10:37 am

      Maybe it’s like the spellstones and can only be improved to a certain level?

      • Jonnymeerkat
        July 23, 2018 at 12:28 pm

        It’s not like spellstone. The increase is infinite, and it effects the cost of the minion generated, not the number of them.

        So with Thalnos you would get two 3-cost minions (not three 2-cost minions).

    • Blur
      July 23, 2018 at 10:38 am

      Maybe it will upgrade the cost of the minions instead, with Thalnos you’ll get two random 3-cost minions.

    • Chocubu
      July 23, 2018 at 10:39 am

      Think so, but with Malygos you only get a maximum 6, not 7 πŸ˜›

    • JoyDivision
      July 23, 2018 at 10:51 am

      My initial thought was that the minions will have spell damage… but then, the wording is strange (should be …spell damage +1). :/

      • SupHypUlt
        July 23, 2018 at 10:55 am

        had the same impression as well.. the wording is kinda confusing

      • Soup And Salad
        July 23, 2018 at 12:10 pm

        I believe Improved by Spell Damage means having Spell Damage +1 when you play this will create two three mana minions.

    • Cable
      July 23, 2018 at 11:21 am

      If i understood correctly this is precisly how it will work. Its a way for them to revamp spell damage minions/buffers so that more of those will be played. This spell upgrades the minion value by the ammount of spell damage on the board. So if maly is on the board it will spawn 2 7 mana minions and so on.

      • MilesTegF
        July 23, 2018 at 11:45 am

        I think you are correct, its whats make more sense.. the alternative is more minions depending on sp, but i doubt it because the numeric part of the text is the value of the minions, so is more likely that is the part of the text that changes when you have minions with Spell Power on the table.

        That said, This card seems good at 0SP, very good at 1SP, and amazing with 2+SP (even tho you can have bad luck and get a minion with low stats and an amazing Battlecry)

      • Killy
        July 23, 2018 at 12:13 pm

        Yep, spelldmg always upgrades the digit they said, that is why they sometimes write two and other times 2.