Laughing's Aggro Freeze Mage
- Last updated Feb 24, 2016 (Explorers)
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Wild
- 14 Minions
- 16 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 3040
- Dust Needed: Loading Collection
- Created: 11/14/2015 (Explorers)
- LaughingHS
- Registered User
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- 29
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
391
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No. I have been playing this deck for about a month and took it to Rank 5 last season, by far my best finish. Try and fight for the board with early minion while dealing early face damage. You will lose the board around turns 4-6. Once that happens then you start to stall and draw cards collecting as much burn as possible. Then throw all the burn to face for lethal over the final couple turns. The deck is very effective vs. Secret Paladin and Zoo. Terrible against Control Warrior. Think I am 0-21 against Control Warrior.
Amen to that, I've gotten to the point in which I insta concede against control warrior.
Agreed. I have been playing around with different ideas on how to play against Warrior but I pretty much don't think this deck can beat a control warrior.
too slow, most of the time either you or opponent is dead by turn 10
So much damage output so fast :) Good deck, quick games, and fund.
Thanks!
any chane for Bloodmage Thalnos and Forgotten Torch?
Among Laughing decks, the standard replacement for thalnos is a second acolyte for the cycle power, but if you value the spell damage more, I would go Kobold Geomancer. Of course, thalnos is still a key part of the deck and im not sure how it would work without it.
As for Forgotten Torch, I am not sure. Maybe Arcane Golems/wolfriders for charge removal or even a cone of cold or two may help.
I'm not sure, these are all just guesses but try them out and see what happens!
This deck is quite fun for people have experiences in freeze mage and tempo mage. The sorcerer apprentice combos are new math puzzles for most freeze players also.
I have some problems regarding Arcane Missiles. I found myself never wanting to draw them unless it's some lucky turn 2 clear of a knife juggler or a shade. Later in the game, it does nothing and has potential to give warrior armor, to give freeze mage cards, to blow yourself up w/ boom bots, and to open up board spaces for healbots and loatheb. So I wonder what's your take on Arcane Missiles? And if you were to replace them, what would you have in their space.
Another question is about Coldlight Oracles. When do you think is a good time to play oracle? Against good players, I found oracle backfires quite a lot when you have no other good plays and are forced to oracle, especially against tempo mage and druids.
Arcane Missles is indeed usually a dead card in the late game, but I feel like card is good enough to be played because of it's broken impact on early game that can decide/swing the game.
I tend to play Oracles at different time, depending on opponent's and my hand as well as board state. It's not the best thing to play them on t3 vs aggressive decks, but it's still better play than ping face. In general you should play oracle when you have no other choice or need certain cards really badly.
so fun to play!
Is it possible to fit pyroblast in this deck?
I don't get how you can have that winrate with a deck like this.
It's just a topdeck list, there's a lot of draw but you never have enough cards in hand to kill your opponent, and at turn 4 your hand is already empty, hoping for something to play turn 5 but there's nothing more than a draw card like Arcane Intellect or Acolyte of Pain which cost too much mana to have something to follow.
That's just impossible to keep a board presence. Dragon Priest, Zoolock, Hunt face/midrange, all kind of mech lists, and every damn deck with an OK mulligan will destroy your minions, if you drop them. All minions in this list can be killed by cheap spells like Wrath, or even by hero powers, Rogue combo cards like SI:7 Agent, a little Backstab etc etc..
In fact, at turn 5 your opponent is still alive with a huge board because you can't control it and don't have a board yourself, and even 2 Ice Block and 2 Frost Nova aren't enough to survive any aggro, zoo or midrange deck. If your opponent plays a Heal card it's over.
Cheap cards like Mana Wyrm , Leper Gnome , Sorcerer's Apprentice don't show up 'til the late game, but you can always count on the 2 Ice Block and Frost Nova to mulligan. Every damn time I got both Ice Block at turn 3.
In my opinion it's just a cheap and inefficient aggro version of a Freeze mage without every control potential.
So when, and how do you use your fireballs, frostbolt etc. ? Face only? And are the minions used only to slow your opponent board and increasing your draws to have all burst spells in hand? But at which turn do you use your burst?
Are Archmage Antonidas for burst or Antique Healbot to sustain correct?
A Flamewaker should be so strong here too, but I guess if you add all those cards the deck will turn into a Tempo mage..
Actually i found myself topdecking almost every time when i need some burst to finish off opponent. Overall a good and fun deck. SMOrc mage ftw! Warriors are pain ofc...
In the early game you use Arcane Missiles to establish some minor board control and get in some minion damage while trying to draw for your burst.
At some point the enemy will take control of the board. This is when you burst them down with your damage spells and freeze the board to gain time if you don't have enough damage.
Why no flamewaker? That's my only concern about this deck.