Medivh's The Grand Tournament Tavern Brawl Mage...
- Last updated Aug 19, 2015 (Blackrock Launch)
Wild
- 25 Minions
- 5 Spells
- Deck Type: Arena
- Deck Archetype: Unknown
- Crafting Cost: 7140
- Created: 8/19/2015 (Blackrock Launch)
- Fluxflashor
- Registered User
-
- 31
- 104
- 694
-
Battle Tag:
Fluxflashor
-
Region:
US
-
Total Deck Rating
27098
Medivh's TGT Brawl Deck
This week, Medivh and Alleria are fighting in the name of the Grand Tournament! Medivh's deck is an inspire-oriented deck which makes use of the new TGT Mechanic Inspire, while his opponent Alleria's deck makes use of the Joust mechanic.
Playing as Alleria? Check out her guide!
The Inspire Mechanic
Your deck contains many Inspire minions, so having one of these on board can help you gain a wealth of bonuses.
- Lowly Squire - Becomes a force to be reckoned with.
- Boneguard Lieutenant - Trade more efficiently granting you tempo.
- Dragonhawk Rider - Go for face and trade against an enemy minion, oh the value!
- Kvaldir Raider - One of the more crazy cards you can gain value with. Getting this out with something that can let you play your hero power multiple times per turn will make Alleria cry. Just watch out for her two Hunter's Mark!
- Nexus-Champion Saraad - You've only got a total of 5 spell cards in your deck, so this is quite helpful. Remember though, it isn't only Mage spells!
- Kodorider - Great way to fill your board up if you can keep it alive. Trades into several of Alleria's minions if needed.
- Frost Giant - Not really Inspire, but it does gain a benefit each time you use your hero power. Again though, watch out for those two Hunter's Marks.
Mulligans
Make sure you aim for low cost cards as not only will it actually let you play them early on, but it is more beneficial to keep your high cost cards in your deck so that you can win Jousts. Anything 4 mana and over should go right back into your deck.
Alleria's deck makes use of the Joust mechanics which means the more of the high mana minions you keep in your deck, the more often you can win, and the less advantages she will end up with. She can start jousting on turn 2 via King's Elekk, with some heavy damage potential on turn 4 through Armored Warhorse if she can win the Joust.
Suitable Mulligans:
- Lowly Squire - Play on turn 1, buff on turn 2.
- Tournament Attendee
- Fallen Hero
- Boneguard Lieutenant
Combos
Fireblast + Garrison Commander or Coldarra Drake
The most simplest of combos in this deck. You can wreck enemies with your Hero Power, or help give your cards more Inspire procs (See "The Inspire Mechanic" above).
This can also help get rid of the enemies King's Elekk or Hounds via Unleash the Hounds. Higher value targets require the use of Coldarra Drake, and a lot of mana, if you want to get rid of them via this method.
For even more destruction, figure out a way to get Fallen Hero onto the board as well!
Acidmaw + Fireblast
Alleria has Acidmaw in her deck which can give excellent value to your Hero Power. If Acidmaw is up on the enemy field and she has other minions as well, Fireblast to pick off the annoying ones.
You can also make use of Garrison Commander to pick off a couple of targets in a turn with this method, or Coldarra Drake, although that one requires a bit of setup.
ProTips
- Never be afraid to play a low cost Hero synergy card (Boneguard Lieutenant, Fallen Hero, Lowly Squire, Dragonhawk Rider) on curve without being able to Hero Power the same turn. It's not essential.
- Try to bait out Arcane Shot with Lowly Squire turn 1, so that your Lieutenant and Fallen Hero are safer.
- Hero Power as much as possible, but stay on curve. If Hero Powering messes up playing a strong minion, don't.
- When you see a trap, assume it is Snipe. Play Maiden of the Lake or Garrison Commander into it if possible. Of course, if you can safely test for Bear Trap or Freezing Trap, do so.
- While Coldarra Drake, Maiden of the Lake, Fallen Hero combo is fun to dream of, do not play off curve trying to achieve it. Alleria has efficient removal and will destroy you.
- When in doubt, play Rhonin.
yes this too.
I'm actually having a higher win rate with hunter, 4-2 hunter, 3-3 massage, though my mage play is getting better. Mage had a learning curve for me.
Omg the hunter kept winning the "If your card costs more gain (x)". I kept drawing the same 1 mana card each time.
EDIT: I still won lol.
Wow I have to say, this brawl has been my favorite so far. It's so fun!
so it's possible to do 30 dmg in one turn with just your hero power in this deck.
Yeah, but with 4 card and you need 3 turn to do it ( Assuming you're talking about Coldarra Drake + Maiden of the Lake + 2x Fallen Hero)
Such a terrible and slow deck. Inspire is too slow to keep up with hunter. Trying to get value out of your cards causes tempo loss and against allerias deck its GG. Sure it's fun but alleria will win majority of the time.
Fuuuuck all you downvoters. Accept the truth
except the hunter deck is EVEN SLOWER.
WHAT THE HELL? ALLERIA? WINS? MAJORITY OF TIME?
How can these words be all togheter...
I though the only way of seeing all those words togheter were "Alleria fights vs Medivh, that wins the majority of time"
Yup you read right. Idk why everyone seems to think the two decks are so unbalanced. I had no issues beating medivh. When alleria curves out strong and wins its jousts it has no issue winning.
The thing is the hero power of the mage. Alleria doesn't has many mid-late game removals, only 2xHunter's Mark, and sometimes they don't even draw it. So, if Mage get's strong cards, and that happens 80% of the time, Alleria has really low chances of coming back, while Medivh has lot's of cards that can help him to counter Alleria cards and beating her. Yet, if you play Alleria correctly, fighting for value and tempo, you can win like 60% of the times, or even more.
I agree with you if this is playing in constructed. But, the deck is for trying and balanced against Alleria's deck for Brawl.
@Lordofwinterfell
Wow your an idiot...
Learn the english language first before you insult someone. I've had no problems beating Medivh, if you truly think like most people do that the two decks are highly unbalanced YOU'RE the moron.
Actually mage is the favored one. But thank god it isn't even close as one-sided as Nef vs. Rag
Exactly, it's unfair for the hunter but not even as close as unfair it was for poor rag.
Mage is super easy 5-0 so far with mage 2-4 with Hunter
This deck is crazy fun to play! I'm loving inspire a lot more than jousting mechanic
I win like 50/50 with both decks. Hate that it is so easy for mage to clear the hunters early game though.
Maybe I'm crazy, but why does anyone think this is a good deck? There's no card draw and the spells are a joke. The hunter deck has so much removal I don't see how you'd ever get board control with this, and without board control you're doomed. I can only see winning with this if you get real lucky on the draw and maybe a good random spell at some point.