I would run cold lights instead of pains cut volcanic and Aluneth and add two novice. You want controlled draw. Aluneth is not as good because fatigue hits through oven block and thats a real thing with popping people at 1. Otherwise spot on. Bloodmage is a flex spot to test Aluneth or loot.
you want to 2x sim the apprentices, then leyline you're hand - you'll have 3 apprentices. The following turn play anto ---> triple apprentices --> molten reflection and you'll have 0 mana fireballs. It's kind of a 3 turn combo.
I like your deck,but I am not sure if you need Simulacrum/Molten reflection.I think I would add Alexstrasza,1 Meteor and 2 Frostbolts instead.You discount (some) cards with Leyline Manipulator anyway and without the quest it will be hard to do the full combo with the apprentices and also have Antonidas alive,so Alex seems like a better solution to me. Frostbolts may be able to "save" you from some situations and they are cheap so you can use them along with Antonidas to generate fireballs.
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"I will tell you what Velen never taught me.Whosoever stands before the light...inevitably casts a shadow."
Aluneth is a terrible idea, you're gonna overdraw like crazy.
Overall, I don't know, I think it's just a worse exodia mage deck tbh.
I agree. That weapon is more suited for a deck that is trying to out tempoand burn down their opponents from the start and will expend resources quickly.
So... what's the "OTK" ? Getting both Simulacrums Laylined?
2x simul on apprentices decrease with leyline
then at 10 mana Archmage + 2x apprentice + 2x molten + fireballs
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Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players. ah, but a tournement mode could be great !!!
this idea is just bad. You do nothing in 2 turns while doing simulacrum thats 2 turns with -3 mana. But you also want to set up barriers and blocks, draw etc.
Basicaly whole game you do nothing, just waiting to setup things. This is much worse exodia mage than regular quest variant.
You need exactly 2 copies of simulacrum (or get it from discover) + leyline + sorcerers apprentice + survive while do absolutely nothing half of the game.
What about adding Arcane Artificer here? Comboed with Frost Nova or Blizzard it is likely to survive one turn, which should already equal the armor you get from Ice Barrier. And your opponent then does have to commit at least a little amount of their ressources to deal with it.
I can also see the risk of including Aluneth here, but I would also include it in the first iteration of the deck just to see if it is really going to be that likely to overdraw.
this idea is just bad. You do nothing in 2 turns while doing simulacrum thats 2 turns with -3 mana. But you also want to set up barriers and blocks, draw etc.
Basicaly whole game you do nothing, just waiting to setup things. This is much worse exodia mage than regular quest variant.
You need exactly 2 copies of simulacrum (or get it from discover) + leyline + sorcerers apprentice + survive while do absolutely nothing half of the game.
Gl with that.
Nice arrogant comment you have here. Except you could say the same shit about normal quest mage. I dont see how this deck is "much worse". Stall till you get combo pieces, then kill. Same old. Except here you dont have to draw and play randomly generated spells (which can be bad or literally unplayable in certain circumstances) to complete quest.
On topic: Sounds like a nice idea, though I do think the deck you listed will need some polishing
I agree with Hitmaster8 here. Without the Quest, the deck can be streamlined to include Draw and Freeze/Clear options instead of having to run spell generation. I personally would even consider cutting Glyphs here, as they don't do much for your game plan.
I can also see the risk of including Aluneth here, but I would also include it in the first iteration of the deck just to see if it is really going to be that likely to overdraw.
As someone that has played a lot of freeze mage, and a bit of quest mage, I can tell you 100% that Aluneth is a bad idea. A deck like this can't handle that kind of uncontrollable card draw, you're going to overdraw constantly because you have no way of dumping your hand.
I can also see the risk of including Aluneth here, but I would also include it in the first iteration of the deck just to see if it is really going to be that likely to overdraw.
As someone that has played a lot of freeze mage, and a bit of quest mage, I can tell you 100% that Aluneth is a bad idea. A deck like this can't handle that kind of uncontrollable card draw, you're going to overdraw constantly because you have no way of dumping your hand.
I also played those decks in the past and I agree with you that it is hard to dump your hand. By no means do I suggest to just blindly drop Aluneth on curve. However, I remember countless times when the last of my combo pieces just sat there at the bottom of the deck and it took me several turns to get to it. A well timed Aluneth can help you with digging for that piece. Therefore I don't want to count it out right away.
I don't like to rely on Coldlight Oracle for that as your opponent also draws into more options
I can also see the risk of including Aluneth here, but I would also include it in the first iteration of the deck just to see if it is really going to be that likely to overdraw.
As someone that has played a lot of freeze mage, and a bit of quest mage, I can tell you 100% that Aluneth is a bad idea. A deck like this can't handle that kind of uncontrollable card draw, you're going to overdraw constantly because you have no way of dumping your hand.
I also played those decks in the past and I agree with you that it is hard to dump your hand. By no means do I suggest to just blindly drop Aluneth on curve. However, I remember countless times when the last of my combo pieces just sat there at the bottom of the deck and it took me several turns to get to it. A well timed Aluneth can help you with digging for that piece. Therefore I don't want to count it out right away.
I don't like to rely on Coldlight Oracle for that as your opponent also draws into more options
Then, i m o, you play different card draw if you feel that you really need it. You don't add a card that will be a dead card in 80% of the games, because that's how I view Aluneth. The last piece being the last card of your deck, is something that you just have to accept when playing a combo deck.
The whole idea of "questless" Quest Mage is that freed from having to complete the Quest, you can cut the clunky Tomes, and some other spell generation cards, and the Quest itself, and replace them with real Control tools. In addition to Frost Nova and Doomsare, you want Frostbost, Medivh's Valet, and Meteor. IOW, you want to play like a Control Mage as opposed to a Freeze Mage.
Secondly, you want to draw a Secret from both of your Archenologists. This is unlikely to happen if you are only playing two secrets. You want to play three - hence a copy of Ice Barrier. Not because it is such a great card, but having three secrets helps you cycle your deck. You should get rid of the one mana Elemental - it is close to being useless. You need to make room for the removal cards.
Finally, you want to run the Weapon. You don't play it on turn six, of course. You would wind up milling yourself. But around turn 12, when your removal spells have run out, you need one or two more combo pieces, and have about ten cards in your deck, you need some extreme card draw. This is desperation mode. Don't worry about milling - without the weapon, you weren't gonna survive long enough to see the cards you milled.
Been looking at Zola the Gorgon, gives a free Apprentice that didn't start in the deck. Might speed things up in rare cases, might make no difference at all.
Haven't seen anyone mention it, so throwing it out.
Thoughts and critique much appreciated. Heavy draw power and stall until you get all the pieces you need to OTK.
I would run cold lights instead of pains cut volcanic and Aluneth and add two novice. You want controlled draw. Aluneth is not as good because fatigue hits through oven block and thats a real thing with popping people at 1. Otherwise spot on. Bloodmage is a flex spot to test Aluneth or loot.
you want to 2x sim the apprentices, then leyline you're hand - you'll have 3 apprentices. The following turn play anto ---> triple apprentices --> molten reflection and you'll have 0 mana fireballs. It's kind of a 3 turn combo.
Only free on the weekends :(
I like your deck,but I am not sure if you need Simulacrum/Molten reflection.I think I would add Alexstrasza,1 Meteor and 2 Frostbolts instead.You discount (some) cards with Leyline Manipulator anyway and without the quest it will be hard to do the full combo with the apprentices and also have Antonidas alive,so Alex seems like a better solution to me. Frostbolts may be able to "save" you from some situations and they are cheap so you can use them along with Antonidas to generate fireballs.
"I will tell you what Velen never taught me.Whosoever stands before the light...inevitably casts a shadow."
Aluneth is a terrible idea, you're gonna overdraw like crazy.
Overall, I don't know, I think it's just a worse exodia mage deck tbh.
then at 10 mana Archmage + 2x apprentice + 2x molten + fireballs
Memedeck-seeker. Always tries to build new decks. Hates tournements, streamers, netdecks and poor-o players.
ah, but a tournement mode could be great !!!
this idea is just bad. You do nothing in 2 turns while doing simulacrum thats 2 turns with -3 mana. But you also want to set up barriers and blocks, draw etc.
Basicaly whole game you do nothing, just waiting to setup things. This is much worse exodia mage than regular quest variant.
You need exactly 2 copies of simulacrum (or get it from discover) + leyline + sorcerers apprentice + survive while do absolutely nothing half of the game.
Gl with that.
What about adding Arcane Artificer here? Comboed with Frost Nova or Blizzard it is likely to survive one turn, which should already equal the armor you get from Ice Barrier. And your opponent then does have to commit at least a little amount of their ressources to deal with it.
I can also see the risk of including Aluneth here, but I would also include it in the first iteration of the deck just to see if it is really going to be that likely to overdraw.
Thanks for the constructive feedback.
I dropped Aluneth as most advised.
I also added +2 Coldlight Oracle +2 Arcane Artificer and +1 Cone of Cold
Thanks for the constructive feedback.
I dropped Aluneth as most advised.
I also added +2 Coldlight Oracle +2 Arcane Artificer and +1 Cone of Cold
Been looking at Zola the Gorgon, gives a free Apprentice that didn't start in the deck. Might speed things up in rare cases, might make no difference at all.
Haven't seen anyone mention it, so throwing it out.
So hows the deck lul. People defending the build suffered enough already?
As I told you strictly worse quest mage
This is by far the best version of the questless setup i came out with.
If u are still interested (i am sorry that i saw this thread only today) i recommend trying it out.
Do not expect having an easy life against aggro.
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