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[Outdated] Highlander Kazakus Mage

  • Last updated Apr 10, 2018 (Patches Nerf)
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Wild

  • 16 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Mage
  • Crafting Cost: 13440
  • Dust Needed: Loading Collection
  • Created: 12/10/2017 (Kobolds Patch)
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  • Total Deck Rating

    26

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Highlander Kazakus Mage in Kobolds and Catacombs (Post Patch)

I had a great time with this flexibel deck so far - it's especially successful against other control decks. Spellbreaker, Kazakus and Polymorph enable you to circumvent a lot of the current meta's value generation. It features some of the latest expansion's popular tempo cards which are used in this deck in order to stabilize and even create swingturns after turn 5 (Corridor Creeper was substituted due to the nerf). The removal is good enough against many aggro- and tempo decks. My winrate with this deck is slightly above 50%. 

  • Strategy- and playstyle-wise the deck strongly resembles Reno-Mage. It is way less straight forward than most of the current meta decks. But that's why I think it's a lot of fun and rewarding when you win. It is crucial to develop a game plan which requires you to know the popular decks around and how to exploit their weaknesses.
  • Unless you're up against aggro decks, this deck often goes the full distance to fatigue, which is why I would not recommend this deck for ladder climbing, unless you're patient and enjoy controlish playstyles
  • The goal of the deck is to remove your opponents threats in early and mid game to then take over the board yourself with Medivh, the Guardian and [card]Dragoncaller Alanna[/card] 
    • The deck plays enough big spells to run the Dragon Lady
    • Medivh, the Guardian synergizes well with this deck and is a great way to create board presence while removing threats at the same time
  • The deck features great sustain to stabilize and outheal damage
    • Frost Lich Jaina really shines in lategame often forcing your opponents to remove their own minions and deny plays.
    • Arcane Artificer has to be one of the strongest 1-mana minions in the game. The elemental is a crucial instrument to stabilize in mid and late game. If your opponent lacks single target removal, it can generate lots of armor, especially when combined with freeze effects, and thus, stall against many decks until you'll able to play Frost Lich Jaina. Furthermore, it's a card that your opponent cannot ignore potentially absorbing a turns face damage.
  • Zola the Gorgon is refreshingly flexible but most commonly used with obvious picks
    • second Kazakus Potion, which is an amazing tool against greedier control decks running N'Zoth, the Corruptor for instance
    • second [card]Dragoncaller Alanna[/card] - a card that often gets ignored, once her dragons rule over the board, which is, however, weak to AoE removal
    • or second tech cards depending on the match up, e.g. a copy of Dirty Rat to pull out one of the opponents combo pieces, a copy of Arcane Artificer to armor up, or a second Spellbreaker which can be a nice tool against Control Warlocks or Big Priests

Further considerations and other tech-choices:

  • Stonehill Defender is also a great card which could provide defensive tools against tempo and aggro decks. This card is en par with Babbling Book. I run the random spell generator as a potential ping target for Frost Lich Jaina. But consistency-wise Stonehill Defender should be better
  • Pyros is also viable. The late game synergy with Elemental heal as well as the fact that the card provides 18/18 in stats sounds great in theory, but may be clunky in practice.
  • Skulking Geist is another tech choice which you can consider in the current meta. It denies Warlock-heals and card draw, it kills Jade-Druids. However, you probably should not overtech your deck and adapt according to what you face on ladder.
  • Dragon's Fury for obvious reasons is too inconsistent in this deck, can, however, work against Aggro-Pally
  • I also considered a Highlander Burn version of this deck with Archmage Antonidas and Alexstrasza. This would require a more draw heavy playstyle and would require combo pieces like Burgly BullyGhastly Conjurer or even cheap spells for Fireball generation. But currently, I'm rather convinced, that the Medivh, the Guardian-[card]Dragoncaller Alanna[/card] combo is a better fit in a meta that strongly revolves around board presence
  • Inkmaster Solia could also be a great addition, providing a 5/5 body to a big spell - I don't have the card, but it fits the no-duplicate playstyle HOWEVER I'm not sure if the reduced spell counts towards Alannas battlecry

Mulligan:

  • Right now, it's hard to call a go-to strat in mulligan - people run all sorts of decks and there's a good variety of decks within classes right now. I think that Arcanologist is your savest keep. Furthermore,
    • Primordial Glyph is a flexible pick for obvious reasons
    • Tar Creeper is good against aggro and tempo
    • Kabal Courier as well as Acolyte of Pain might give you an edge in controlish match ups 
    • Kazakus is almost always a keep - he's also flexible and can be played for the 5 Mana Potion on curve if necessary, which often provides great stall against aggro and tempo decks
    • Volcanic Potion in combination with Bloodmage Thalnos is also a good early game removal combination
    • Frostbolt can also help against tempo decks
    • Frost Lich Jaina carries hard in control matchups and, thus, can be kept when you're rather sure you're facing another control deck. But the diversity within different classes, like Priest (Tempo Dragon, Big and Razakus) makes the choice a really difficult one

Recent Changes to the Deck

  • I began playing this deck with the elemental package that underperformed quite heavily. Leyline Manipulator, a card that got hyped when introduced, can in theory  create a lot of value, in practice, however, it felt like it was unplayable at times. The combo with Lesser Ruby Spellstone feels counterintuitive as you would like to reduce the costs of these spells as well. However, the spell requires you to play elementals in order to upgrade, which often results in awkward plays. For the largest part of the game, this deck requires a reactive playstyle. Having to play a 4 mana minion to reduce the cards which did not start in your deck almost always felt crippling unless it generated some 0-2 mana spells. This is why I cut the card, which also made Servant of Kalimos rather useless, as it suffers from the "Elemental-Syndrom" that Shaman is currently experiencing - the text of the card is too crippling
  • With only 3 remaining Elementals in the deck, Lesser Ruby Spellstone was substituted as well

I'm happy to help if there are any questions and of course I am open to constructive feedback.