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[WILD] Aluneth Face Mage

  • Last updated Dec 17, 2017 (Kobolds Patch)
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Wild

  • 13 Minions
  • 16 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Mage
  • Crafting Cost: 3800
  • Dust Needed: Loading Collection
  • Created: 12/9/2017 (Kobolds Patch)
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  • Total Deck Rating

    178

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Hi

This is a deck I created that uses Aluneth and low-mana Mage cards to hit your opponent's face directly before burning your own deck. I set the archetype as "Aggro Mage" but i'm not sure if it's more of a burn deck, because although it focuses on casting spells on your opponent's face, the kill is made usually during turns 7, 8 and 9.

You'll basically want to mulligan in search of Aluneth (it's very important to have it by turn 6, as it's the only drawing tool in the deck) and since then carefully plan every turn to get the best damage potential from all the cards in your hand.

 

The Game Stages:

Mulligan:

Your main priority during the mulligan stage should be getting Aluneth. It's very important to play it on turn 6, because it's the only drawing tool of the deck. Don't worry about replacing good 1-drops such as Mana Wyrm or Babbling Book. They are good cards to have early on the game but getting to Aluneth ASAP is much more important.

Here's a list of the best cards to mulligan for:

1- Aluneth

2- Mana Wyrm

3- Mad Scientist

4- Babbling Book

5- Mirror Image, Arcane Missiles and Primordial Glyph work well with Mana Wyrm, Sorcerer's Apprentice and Flamewaker.

Early Game

During turns 1-5, you'll just have to use what you can to kill off dangerous minions and get some damage done to your opponent's face. The goal of Mirror Image is to protect your minions, so don't just play it on an empty board unless you really need to defend your face. Mana WyrmMirror Image, Flamewaker and Primordial Glyph are all good cards to play during these turns. Spells like Fireball or Forgotten Torch may be cast to the face if there are no dangerous minions, and Explosive Runes is also good.

On turn 6, playing Aluneth is very important. It's what enables the kill during the 3 following turns.

Mid Game

After playing Aluneth on turn 6, your hand will just get filled with cards. Use them to maximize the damage. Drawing Roaring Torch or Fireball, as well as Frostbolt and Ice Lance can be very convenient.

Your main goal during this stage is to get as much damage dealt as possible during turns 7 and 8 without compromising yourself too much, and line-up the kill for turn 9.

Late Game

If you haven't killed your opponent by the time your deck runs out, or Aluneth gets destroyed and your hand emptied, there is not much you can do. Although the first thing isn't likely to happen, because the power you get from drawing cards is incredible, and it isn't likely that you won't kill your opponent without them killing you either.

Things to keep in mind:

-Always keep at least one Frostbolt to combine with your Ice Lances. They are almost useless if you don't.

-Use Mirror Image only to protect your minions, or your hero if really necessary.

-Arcane Missiles is one of the few spells (together with Frostbolt) you shouldn't just throw at their face. It sinergizes well with Mana Wyrm and Flamewaker, and can make for an excellent small-drops removal.

Possible Replacements:

-Cult Sorcerer, +Bloodmage Thalnos if you feel you could use more drawing tools.

-Mad Scientist, +Kabal Lackey

-Mad Scientist, +Kirin Tor Mage

-Counterspell, +Arcane Intellect

There is an alternate version of the deck, which focuses more on controlling the early game and keeps the goal of turns 6+ the same. Run it if you are encountering many an aggro deck:

-2xBabbling Book, +2xDoomsayer

-Arcane Missiles, -Mirror Image, +2xFrost Nova

-Counterspell, +Arcane Artificer

-Cult Sorcerer, +Arcane Intellect

I will update this section with suggestions from the comments section, as I can't try all different possibilities and don't have all the cards myself.

Change log:

15-12-17:

-Mirror Image, -Kabal Lackey, +2xMad Scientist