[BRM] A-Mage-Ing!
- Last updated Apr 26, 2015 (Blackrock Launch)
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Wild
- 17 Minions
- 13 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3860
- Dust Needed: Loading Collection
- Created: 4/26/2015 (Blackrock Launch)
- YourDailyDevil
- Registered User
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- 8
- 17
- 54
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Battle Tag:
UrDailyDevil#1547
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Region:
N/A
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Total Deck Rating
217
Now featuring 10x less guilt than playing as Hunter
"A-Mage-Ing!" is one of my favorites simply because it dominates all the decks I despise playing against; Mill Rogue will just feed you merrily til you're full. You can more than happily outrun Hunter, freezing him from using Eaglehorn Bow and burning alive his precious hounds with fire spatted from Flamewaker. Steal the Explosive Traps and Mirror Enitity's from Hunters and Mech-Mages, swinging the game into your easy win.
You'll get a scary amount of traction out of this deck, and hell, with the right hand you can have him down to 14 health by the end of turn 3. Have fun kids.
Why Flamewaker?
A pleasant surprise and one of the stars of this deck, Flamewaker practically triples-up the damage from cheap spewed spells. He's a clever-man's Knife Juggler really, if Knife Juggler was harder to kill and threw double the knives for 1-cost cards. Get him out early, learn to love him, and then craft him as gold because you love him so much you wonder how you'd get into a civil union with him and make lovely little Flamewakers you can raise together.
Why Mana Wyrm?
Acting as Flamewaker's buddy-cop in this flick, Mana Wyrm acts as an incredibly reliable early drop, buffing up to almost eerie strength as you pound out the spells. You'll see him get up to 6/3 easily, and almost feels like a pre-nerf Undertaker. The perfect 1-drop, and an incredibly powerful card to have.
Why Kezan Mystic?
Because this is a deck for the clever elite who don't have time for such riffraff as face Hunters or Mech Mage. Steal their secrets and heartily chortle into your cuppa as they rage.
Why Water Elemental?
God this card is good. Just... So good. Arguably one of my favorite four-drops, Water Elemental is the bouncer of this club and that Oil Rogue looks under 21. Or Warrior. Or whatever could possibly threaten your Sorcerer's Apprentice or Flamewaker. Of course he also has synergy with Ice Lance (4-5 damage off 1-drop=happiness), so have fun with him.
Why Azure Drake?
Because he's Ol' Reliable. Nobody can hate Azure Drake. Nobody.
Why double Clockwork Gnome?
Because more spells, less problems. You might notice a very odd glitch where if Flamewaker is cloaked using his spare part, Flamewaker will uncloak after his flames. Not sure when Blizzard will fix that, but just avoid that combo for now.
Why Archmage Antonidas?
Because you want to win in style. And because hearing him shout "AHA!" with such gusto as you throw off countless cheap spells into your Fireball Factory really breaks your opponents spirit.
As always, if you have any questions, comments, or more importantly any ways this deck can be improved, share below.
Tips: Despite having to pay attention to combos, this deck does play very similarly to Hunter. I made the mistake during my first few runs with it of attempting to blow a few spells on enemy minions. Bad idea; that's what Flamewaker's for. With the obvious exception of Mechwarper, you really want to save your spells for going right for your opponent's jugular.
Combos:
The Flamewaker Special: I have never lost a match if I've managed to pull of this combo. Seriously, it's pure gold.
Flamewaker+Coin+Arcane Missiles=7 guaranteed scattered damage among enemies, assuming you dont have Bloodmage Thalnos in which case its 8.. If they have any minions on the board, they're dead. If they don't, their heroes' already down to 23 maximum.
Elsa: Yes I like Frozen shutup.
Sorcerer's Apprentice+Frostbolt+Ice Lance=a turn 3 7-damage combo with a frozen hero. Being that much of this deck revolves around ice spells, there's obviously flexibility with this combo. Add in a Flamewaker and that's 7-direct 4-scattered. Throw in a Water Elemental, or a second Ice Lance to make it 11-damage. Regardless it's a guaranteed burst of madness.
Mulligans:
Vs Hunter: Mirror Image, Flamewaker, Kezan Mystic, Frostbolt.
Vs Mage: Frostbolt, Mana Wyrm, Kezan Mystic
Vs Warlock: Mirror Image, Mana Wyrm, Flamewaker, Clockwork Gnome
Vs Priest: Sorcerer's Apprentice, Frostbolt, Mirror Image, Fireball.
Vs Rogue: Ice Lance, Mana Wyrm, Frostbolt, Water Elemental
Vs Druid: Mirror Image, Sorcerer's Apprentice, Flamewaker, Mana Wyrm
Vs Paladin: Mirror Image, Flamewaker, Mana Wyrm, Arcane Missiles.
Vs Warrior: Mirror Image, Mana Wyrm, Water Elemental, Frostbolt.
I like the idea behind the deck but I must agree that it is difficult to make this deck work if you need to wait for you flamewakers. So yes, I would say this deck isn't really reliable to climb the ladder.
I tried to play this deck and sometimes you win big and sometimes you never had a chance because your Flamewakers weren't there.
Apparently Zoo-lock just brings too much health boxes for you to remove, unless they miss their start and you don't miss yours.
Looking at my current stats I'm 11-10 with this deck and not many losses are due to miss-play. I'm now trying a version with duplication to get more Flamewakers out there, which is great in a way but than you rather not want to use your Mad Scientists, in my opinion it's difficult to use Mad Scientist for delivering your secrets, because if you can't play Flamewaker, that you don't really want to play another minion...
Maybe I'm too focussed on the Flamewakers as multiple copies of Mana Wyrms tend to win games too.
What rank are oyu with this?
PhD_Coder: I just had a turn-3 win with a Sorcerer's Apprentice, Mana Wyrm and Clockwork Gnome against a Priest. I guarantee you you do not need Flamewalker to win.
too much dependent on FlameWalker !!!
I can still kill it with Mana Worm or the Archmage