Have you seen my wyrm?
- Last updated Apr 27, 2014 (Live Patch 5170)
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Wild
- 12 Minions
- 18 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 9040
- Dust Needed: Loading Collection
- Created: 4/7/2014 (Live Patch 4973)
- Fenir8
- Registered User
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Battle Tag:
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Region:
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Total Deck Rating
7
The primary goal of this deck is to use low cost mage spells to trigger additional effects in order to win the game.
Early Game
Early game with this deck is all about getting in as much damage as possible, while responding properly to your opponents plays in order to keep the threat of their board neutralized while continuing to deal damage directly to your opponent with your early game creatures.
Ideal cards to keep in a starting hand are mana wyrm and mana addict, as well your 'triggering' spells such as mirror image, arcane missiles, and frostbolt. Additional three cost spells are acceptable depending on the hand. Ideally, your spells should not be played just for the sake of playing them, even if doing so would buff a creature. You want to ensure that you get value out of the cards you are playing, so, for example, use arcane missiles on turn 3 to both buff your mana wyrm and kill off their 3/2 (with fireblast if necessary) rather than on turn 2 when they have nothing on the board just to deal additional damage.
(Writeup Under Construction)
ok so i love the idea but dont have mana addict or baron. traded baron for ysera and the mana adicts for a vaporize and a ice barrier thoughts?
Baron is in this deck to serve as another aoe clear while simultaneously putting another threat on the board that your opponent has to deal with immediately (leaving them with less resources to counter more serious threats). However, having said that he is far from essential to the deck, and you could easily replace him with either another form of AOE (blizzard maybe), or perhaps a more defensive creature (like sunwalker), you could even simply add a second water elemental to make triggering ice lance easier if you like (though this leaves you more open lategame).
However, as far as mana addict goes, this card is fairly critical to dealing early game damage consistently across different draws, which is essential for this deck to win reliably (so that burn cards can be spent on direct damage lategame rather than removal). I have experimented in the past with questing adventurer, and if you don't have access to addict you might consider him, however there are a few things you should note: costing 3 mana instead of two limits the situations in which he can get out onto the board safely, and more importantly questing adventurer is a prime target for removal. While mana addict is usually ignored by most opponents up until the point it starts hitting them for 5/7 damage in a single turn, the adventurer is targeted immediately. Feel free to give him a try and let me know, he is absolutely brutal when he works.
I like this deck very much. Thank you, Fenir8!