Opening Hearthstone's new Waygate can be challenging.

The pool of available Mage cards has somewhat shrunk following the launch of Journey to Un'Goro and the Year of the Mammoth Standard rotation. Cards like Arcane BlastForgotten TorchFlame Lance and roughly three others can no longer be generated by Babbling BookCabalist's Tome and other RNG cards like them. Surprisingly, Un'Goro itself has more than made up for this fact, introducing six completely new spells. One of them, however, Open the Waygate can not be generated by random chance and is the main reason we're writing this post.

Taking two turns in a row is tremendously powerful in Hearthstone.

So powerful, in fact, that it has spawned new archetypes -  Exodia Mage (Thijs' Un'Goro Exodia Mage) being the most common of them - and all players have to do is cast six spells that didn't start in their deck.

With the help of cgmcnama's spreadsheet, we've prepared a quick rundown of the cards. In short, we talk about the different ways to complete Open the Waygate and then highlight the possible outcomes for any "random Mage spell" card such as Babbling BookCabalist's Tome, and Primordial Glyph.

Generating Spells

So you want to generate random spells to help fulfill the Quests requirements, but where do you start?

Here are all the current cards that could possibly give you a spell from outside of your deck.

Mana Name Comments Recommended?
1 Babbling Book Cheap minion is a good bonus. Yes
2 Primordial Glyph Makes the spell itself cheaper. One of the best options. Yes
2 Shimmering Tempest A Deathrattle effect so can be countered. Reasonable
2 Lorewalker Cho Not guaranteed to activate. No
3 Kabal Courier Not guaranteed to be a spell. No
3 Mana Bind Opponent can play around this. Reasonable
4 Kabal Chemist Random potions aren't always the greatest, but not bad. Reasonable
5 Burgly Bully Yes, The Coin counts. Reasonable
5 Cabalist's Tome A very solid option. Yes
6 Mukla, Tyrant of the Vale Technically the bananas count. No
7 Archmage Antonidas Probably wouldn't want to, but these Fireballs should count. No
9 Ysera She generates Dream cards. No


Average Spell Cost - The Main Trio

Babbling BookPrimordial Glyph, and Cabalist's Tome are easily the most popular methods of generating a spell from outside your deck so let's break down exactly what an average Mage spell is.

Interestingly, the average spell is actually almost four mana. With that in mind, it should on average take 24 mana, enough to consume nearly every mana crystal across your first seven turns. That's obviously unrealistic since you need to actually spend mana to generate those random spells, let alone the fact that you also have to worry about staying alive by answering your opponent's pressure.

This is another reason why Primordial Glyph is so valuable. Two mana doesn't seem like much, but it can easily help you activate Open the Waygate a full turn earlier.

Hopefully, the following table helps you understand the liklihood of being able to activate the Quest's effect on any given turn.

Mana #
0 2
1 2
2 5
3 11
4 4
5 1
6 2
7 3
8 0
9 0
10 1
  3.52 Average Mana Cost


The Possibilities

Here is every possible Mage spell that can be generated from those three cards. While cheaper spells obviously help you reach six total faster, they might not be as useful in your efforts to get to that point.

Mana Name Text
0 Freezing Potion Freeze an enemy.
0 Forbidden Flame Spend all your Mana. Deal that much damage to a Minion.
1 Arcane Missiles Deal 3 damage randomly split among enemy characters.
1 Mirror Image Summon two 0/2 minions with Taunt.
2 Flame Geyser Deal 2 damage. Add a 1/2 Elemental to your hand.
2 Primordial Glyph Discover a spell. Reduce its Cost by (2).
2 Shatter Destroy a Frozen minion.
2 Arcane Explosion Deal 1 damage to all enemy minions.
2 Frostbolt Deal 3 damage to a character and Freeze it.
3 Mana Bind Secret: When your opponent casts a spell, add a copy to your hand that costs (0).
3 Potion of Polymorph Secret: After your opponent plays a minion, transform it into a 1/1 Sheep.
3 Volcanic Potion Deal 2 damage to all minions.
3 Ice Barrier Secret: As soon as your hero is attacked, gain 8 armor.
3 Mirror Entity Secret: When your opponent plays a minion, summon a copy of it.
3 Counterspell Secret: When your opponent casts a spell, Counter it.
3 Vaporize Secret: When a minion attacks your hero, destroy it.
3 Ice Block Secret: when your hero takes fatal damage, prevent it and become Immune this turn.
3 Spellbender Secret: When an enemy casts a spell on a minion, summon a 1/3 as the new target.
3 Arcane Intellect Draw 2 cards.
3 Frost Nova Freeze all enemy minions.
4 Molten Reflection Choose a friendly minion. Summon a copy of it.
4 Cone of Cold Freeze a minion and the minions next to it, and deal 1 damage to them.
4 Fireball Deal 6 damage.
4 Polymorph Transform a minion into a 1/1 sheep.
5 Cabalist's Tome Add 3 random Mage spells to your hand.
6 Meteor Deal 15 damage to a minion and 3 damage to adjacent ones.
6 Blizzard Deal 2 damage to all enemy minions and Freeze them.
7 Greater Arcane Missiles Shoot three missiles at random enemies that deal 3 damage each.
7 Firelands Portal Deal 5 damage. Summon a random 5-Cost minion.
7 Flamestrike Deal 4 damage to all enemy minions.
10 Pyroblast Deal 10 damage.


We recently did a similar breakdown of Jeweled Macaw and Stampede in a very similar fashion to this.