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Giant Mukla Quest

  • Last updated Apr 7, 2017 (Un'Goro Launch)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Freeze Mage
  • Crafting Cost: 10420
  • Dust Needed: Loading Collection
  • Created: 4/5/2017 (Un'Goro Prepatch)
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  • Total Deck Rating

    148

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Hello everyone.


First a short introduction of myself. I play HS since the release of the game and reached legend rank several times since. Mage is the class I play 90% of the times, usualy a control type of deck.

There are tons of quest mage decks which each their strong and weak sides.
In the end it's all about what you feel comftable playing with.
However, there are some things that MUST be in every deck with quest mage decks.

There are 2 weak sides of quest decks I often times see lacking:
1. Not enough card draw. This deck is build around killing your opponent in 1 turn (technicaly 2). A combination of cards is required to do so. Goal is to get those cards asap.
2. Not enough spell generators. Often times I see decks rely on 6-8 card generators. Often times these generators don't guarrantee you a card. For examply the deathrattle from Shimmering Tempest can be silenced or stolen.

What makes this deck unique:
The ammount of card draws and spell generators.
Yes this goes at the cost of several other cards that can be of great value. But with only 30 card slots you've got the priorities what goes best along with the rest of the deck.

Then ofcourse there's the big star mukla tyrant of the vale.
Im suprised this card is shown not much in mage quest decks. It's a solid body and generates 2 cheap spells. I'd definately prefer this above Cabalist's Tome
Cabalist is very slow and chances are the cards it generates are of high cost or very situational. The bananas are cheap and can always be of good value.

I'm open minded and will do my best to chance up the deck till I'm 100% satisfied with it. All arguments are welcome. Both good and bad!

Edit:

My review so far:


It might be too early to write something about the deck. I played 5 games, however I won them all (probably because I started playing from rank 14).

Pro's:
-This deck has quite some card draws. I'd say the perfect ammount. Yes my hand is full most of the time, but not on the level where it's bothersome. I've never made bad decisions because I'd otherwise overdraw myself.
-It has a good ammount of spell generators. Perhapes more on the "too much" side, however during matches vs aggro it does help me a lot. I couldn't have finished the quest in time if it wasn't for the extra spells I get from these cards.
-Mukla turns out to be pretty damn good. If I play frost nova + doomsayer, it's a perfect turn 6 play. Any other 6 mana card besides mukla is Blizzard, which is not always the right choice for turn 6.
-The Shimmering Tempest is better than expected. It doesn't have great stats but it feels as good as playing loot hoarder.

Cons:
-I feel like I'm missing some survivebility tools, like a ice barrier or heals. I might have to tech in something that helps me with that.
-Taunt minions are a pain in the ass in the later state of the game. Be very greedy with your doomsayers. They're really helpful later on!

Things learned:
-Don't rely on alex too much. I've played them only 2 games on the opponent's face. Often times you've done enough damage for the giants only to finish it off.
-Think ahead more turns that you usualy would. The extra card draw from Time warp also get's you closer to fatique. And often times your games go till fatique. Iceblock havn't been as much help as I expected. StrifCro only has 1 iceblock and 2 Icebarriers. Perhapes I'll do something simmilair to that.
-I'm really glad I only have 1 Arcanist Tomb. Often times your hand is full or it's a too slow play. I'd definately prefer Mukla over a Tomb. 1 Tomb is really the max.

None the less great deck and really fun to play. The only cards I doubt about is the 1 Accolyte, perhapes 1 iceblock. Hmm, not sure yet. I've to play some more games before I make these decisions!