Mirage Master IS an inherently bad card, same with Wind Slicer, and Orb Weaver, but it isnât clear until youâve tried pushing them.
Mirage Master has the kind of effect that Vetruvian wants, except that you canât clone your own things- and when you clone your opponentâs material, the Mirage Master is often damaged, and a turn behind your opponentâs developed tempo. If it healed itself, allowed you to clone your own things, or procâd opening gambits on the way down- itâd be a completely different story. But as is, on average your expected plays are to clone a damaged provoke minion. Not exactly a way to effectively use 4 mana.
There are 4 cards that Wind Slicer effects, 2 are relatively unplayable, one of those is even detrimental to getting board control with Wind Dervishes (because their death at 2 health allows you to position your own units better.) So usually, the decks that want to pack Wind Slicer have 6 cards in the 39 that it helps cheapen. 3 of them donât do anything impressive, leaving you with 3 cards in the 39 that Windslicer with effects that actually means something (making Starâs Fury or Whispers combos better.) The unreliability, combined with the lack of need for cost reduction on Obelysks makes the card pointless when held up to neutral standards like Primus Fist, Healing Mystic, and Rust Crawler- that reliably do more work in the same decks- not to mention in-class options like Pax.
Orb Weaver is a card that looks very appealing on paper, but plays out terribly. 3 mana is simply too much for a chain-summon enabler without cards that specifically support it (aâla Wraithling Swarm.) When I first played the card, I had thought it would be solid, 8 points of stat for 3 mana is Chaos Elemental value, right? Except that 2/2 divided into 2 bodies is probably the single worst way to slice that up, given that most standard 2 drops are 2/3s, and thus survive combat with a Weaver, and the opposing General can face-sponge one rather easily, consuming one of your cards for 0 of theirâs. Ontop of that, while it obviously wants to combo with Inner Oasis, itâs a 6 mana combo, to develop a pair of 2/5s where any other standard 6 drop would be preferable. Thereâs simply no reasonable way to enable it, or justify playing it as a 3 drop (where Zyx, Bloodtear and Rae all create better chain summons, answer problems, and combo with Oasis on the cheap- further making the Weavers even more pointless.
⌠Iâve tried very hard to make Fountain work, especially with Nimbus. It just doesnât. If you do any work with it, you were already winning so hard that it could have been any other card in the deck. Sand Trap simply doesnât do enough. As far as soft-answers go, itâs even worse than Beam Shock. It just desperately needs some other effect stapled to it (but Iâd rather reuse the art asset for a decent line AoE damage spell- which Vet is absolutely starved for.)