Just to continue the thread, I tried out Hearthstone on Cockatrice. Mage decks certainly don't need Doomsayer - because you have a lot of Spell power and utility creatures you need to abuse, playing Doomsayer is not a great idea. Doomsayer was good with Cone of Cold when I played him though.
He got replace with Sunwalker; the 6 cost 4/5 divine shield, taunt. This card, however, has been a godsend to not dying to hero-based attacking decks.
You want doomsayer to be WoG but when he's actually going to be good they attack into him and when they can't kill him you're only killing like 1 or at best 2 guys. I thought he was awesome at first too but then I played him... no bueno.
Is the beta out yet?
Edit: if they spend time dealing 7 to doomsayer, it's 7 damage not at your face, too.
Basically creating a thread mainly because there isn't one yet.
In all the decks I've made so far, the card Doomsayer has been looking insane. All the decks I build now are basically late game decks with a lot of removal and almost no minions under 4 mana. I don't think this is strange, either.
I see everyone else, however, building decks with upwards of 18 minions (out of 30 cards) and can't imagine they won't die horrible to a swarm of 2-for-1 removal spells.
Hi Are_you, the low spell count is deceptively low because the spells will be more powerful due to the spellpower. I could see replacing 1-2 spell power guys with single target damaging spells.
The aim of this deck is to spam cheap damaging spells, that hit more than one ally, with cards that boost spellpower. We don't mind using a lot of spells to kill our opponent's guys, because we have the better lategame.
As you can see from the left, we have quite a large number of minions. I think that if you run all spells, you will get run over very quickly. The creatures we run are either a: Spell power, B: Draw cards or C: Game winners.
Sorcerer's Apprentice and Kobold Geomancer are very strong turn 2 plays, increasing the power of your spells, leading well into turn 3 plays of either the Demolisher or Dalaran Mage.
In terms of the creature choices other than the Spell Power/Make Spells Cheaper guys: We want some expensive cards that win us the game quick. We want to outclass our opponent's guys, which makes them easy to defeat. Thankfully, all of our removal spells are not very expensive. We run Azure Drake and Demolisher to get 'card advantage'... Demolisher will make it very easy to finish off opposing enemies, while Azure Drake draws you a card. Not sure if you want Lorewalker Cho in this deck, but with the number of cheap allies you play, I think he will be useful. You don't really care if they kill your allies, as your strength comes from the late game.
The expensive allies in the deck are Harrison Jones, Malygos and the Mountain Giants. Harrison Jones, at worst, a 5/4 for 5. However, I imagine that weapons are something that will be hard for Mages to defeat, and using Harrison Jones to destroy their equipment and draw 3 cards would end the game. Malygos turns arcane missiles from 3 damage to 18. I think that's enough said. I expect to have 5-6 cards in hand with this deck going into turn 5-6, which might be an unsafe assumption. However, I think the Mountain Giants have the ability to end the game very very quickly which might warrant their inclusion.
Shortly after finishing this post, I made some changes.
As you may notice, I removed the mountain giants. I just think that I had enough high end stuff. I also added Archmage Antonidas, although I think he may simply be too slow, whatever. I also added Nat Pagle (He draws you cards sometimes; and you can defend him to ensure it, and they have to attack him if they want to stop you drawing cards). I also added Hogger, because when you're restricting the number of creatures your enemy has, making some Taunt gnolls might be good to stop you from dying. I could see the Archmage Antonidas becoming another Flame Strike.
http://www.hearthpwn.com/decks/2300-mage-burn
Burn ALL the things!
Just to continue the thread, I tried out Hearthstone on Cockatrice. Mage decks certainly don't need Doomsayer - because you have a lot of Spell power and utility creatures you need to abuse, playing Doomsayer is not a great idea. Doomsayer was good with Cone of Cold when I played him though.
He got replace with Sunwalker; the 6 cost 4/5 divine shield, taunt. This card, however, has been a godsend to not dying to hero-based attacking decks.
Praise the Sun!
I meant to put Mr Bigglesworth and 4horsemen, I copied the ideas from my phone and forgot to add them.
Mr. Bigglesworth was similar to what you posted:
Mr Bigglesworth - 2
Death Rattle - Kel'Thuzad costs 2 less to play this turn.
0/1
4 Horsemen was like this:
The Four Horsemen - 10
(Spell)
Call forth the four horsemen! The four horsemen of Naxxramas share a health pool and can only be damaged once by each spell.
Thane Kor'thazz
Taunt
Death Rattle - deal 9 damage divided evenly among all opponent's minions.
3/11
Baron Rivendare
Charge, ~ can only attack the target with the least health.
5/11
Lady Blameaux
~ is immune while attacking.
When ~ attacks a target, dispel it.
3/11
Sir Zeliek
~ can't attack. At the beginning of your turn, ~ does 1, 2 and 3, damage to 3 random enemy minions.
1/11
Just felt like making some cards, decided to make one for each Naxx boss.
Anub'Rekhan - 8
Battle Cry - Silence each enemy minion, and create two 3/3 Crypt Lord tokens with taunt.
6/6
Grand Widow Faerlina - 6
A player may destroy one of their mana crystals to give this -6/-0 until their next turn.
8/4
Maexxna - 8
Battle Cry - Your opponent can't cast spells or attack on their next turn.
6/6
Noth, the Plaguebringer - 4
~ can't attack. At the end of each turn, summon a random skeleton minion. (ranging from 1/1 to 4/4)
3/3
Heigan the Unclean - 6
At the end of each opponent's turn, cause a 50% chance for each minion for that minion to take 4 damage.
3/6
Loatheb - 6
Characters can't be healed or dispelled.
5/4
Instructor Razuvious - 4
Battle Cry - Opponent gets 4 0/5 minions with taunt.
5/5
Gothik the Harvester - 3
Adjacent allies can't be attacked.
2/4
Patchwerk - 8
Patchwerk attacks each opposing character instead of one.
8/8
Grobbulus - 5
Taunt, Death Rattle - each character gains Death Rattle - Summon a 2/2 Ooze
3/4
Gluth - 6
Charge, At your end step, summon 3 1/1 Zombie Chow. At the beginning of your turn, destroy all chow and Gluth gains 4hp per each destroyed.
3/4
Thaddius - 6
Overload 6, Spells opponents play have overload 4
8/8
Sapphiron - 12
Costs 2 less for each Legendary undead you control.
Battle cry: Freeze all opposing minions
8/8
Kel'Thuzad - 10
Battle Cry - Draw 5 cards.
Death Rattle - Shuffle ~ into your deck
5/5
Turn 1 Lorewalker Cho
Turn 2 Millhouse Manastorm
Is the beta out yet?
Edit: if they spend time dealing 7 to doomsayer, it's 7 damage not at your face, too.
Basically creating a thread mainly because there isn't one yet.
In all the decks I've made so far, the card Doomsayer has been looking insane. All the decks I build now are basically late game decks with a lot of removal and almost no minions under 4 mana. I don't think this is strange, either.
I see everyone else, however, building decks with upwards of 18 minions (out of 30 cards) and can't imagine they won't die horrible to a swarm of 2-for-1 removal spells.
Hi Are_you, the low spell count is deceptively low because the spells will be more powerful due to the spellpower. I could see replacing 1-2 spell power guys with single target damaging spells.
I have a lot of experience with MTG and WoW TCG (and others) and thought I'd give this a shot.
The card pool is really small at the moment, so building decks should only get harder over time.
The aim of this deck is to spam cheap damaging spells, that hit more than one ally, with cards that boost spellpower. We don't mind using a lot of spells to kill our opponent's guys, because we have the better lategame.
As you can see from the left, we have quite a large number of minions. I think that if you run all spells, you will get run over very quickly. The creatures we run are either a: Spell power, B: Draw cards or C: Game winners.
Sorcerer's Apprentice and Kobold Geomancer are very strong turn 2 plays, increasing the power of your spells, leading well into turn 3 plays of either the Demolisher or Dalaran Mage.
In terms of the creature choices other than the Spell Power/Make Spells Cheaper guys: We want some expensive cards that win us the game quick. We want to outclass our opponent's guys, which makes them easy to defeat. Thankfully, all of our removal spells are not very expensive. We run Azure Drake and Demolisher to get 'card advantage'... Demolisher will make it very easy to finish off opposing enemies, while Azure Drake draws you a card. Not sure if you want Lorewalker Cho in this deck, but with the number of cheap allies you play, I think he will be useful. You don't really care if they kill your allies, as your strength comes from the late game.
The expensive allies in the deck are Harrison Jones, Malygos and the Mountain Giants. Harrison Jones, at worst, a 5/4 for 5. However, I imagine that weapons are something that will be hard for Mages to defeat, and using Harrison Jones to destroy their equipment and draw 3 cards would end the game. Malygos turns arcane missiles from 3 damage to 18. I think that's enough said. I expect to have 5-6 cards in hand with this deck going into turn 5-6, which might be an unsafe assumption. However, I think the Mountain Giants have the ability to end the game very very quickly which might warrant their inclusion.
Shortly after finishing this post, I made some changes.
As you may notice, I removed the mountain giants. I just think that I had enough high end stuff. I also added Archmage Antonidas, although I think he may simply be too slow, whatever. I also added Nat Pagle (He draws you cards sometimes; and you can defend him to ensure it, and they have to attack him if they want to stop you drawing cards). I also added Hogger, because when you're restricting the number of creatures your enemy has, making some Taunt gnolls might be good to stop you from dying. I could see the Archmage Antonidas becoming another Flame Strike.