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    posted a message on RDee Even Paladin - Rank 2 Legend

    I believe you could replace it with a Saronite or Argent commander, they both buff your corpsetaker in different ways and they will also give you board control.
    Can always experiment with early game using another Argent protector / Dark conviction :)

    Posted in: RDee Even Paladin - Rank 2 Legend
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    posted a message on [Legend Top100 - 70%+ /67Games] Tempo Missile Mage

    Jebaited me hard there, feelsbadman!
    Glgl in the meta :)

    Posted in: [Legend Top100 - 70%+ /67Games] Tempo Missile Mage
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    posted a message on [Zoo to Legend]: 112 Games 70.5%W

    Sadly not, if you don't have Prince then I'd recommand going for a 2-drop heavy zoo using 2x Demonfire, 2x Vulgar Homunculus and some tech like Crawlers or an alchemist! :) One of the players that are going to Worlds is using a 2-drop Zoo without Prince.

    Posted in: [Zoo to Legend]: 112 Games 70.5%W
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    posted a message on [Zoo to Legend]: 112 Games 70.5%W

    Yes my friend hit legend with it yesterday and he played only this from 5-Legend so should still work.
    If your meta is different check out the tech cards listed above and do some switching around! :)

    Posted in: [Zoo to Legend]: 112 Games 70.5%W
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    I really like this comment as you explain in depth you thought process and why you choose to include different tech cards and remove others.
    The thing with a tempo deck is that you must hardcore mulligan for 1-2 drops, otherwise you will lose all tempo.
    Think about it as Hunter, if you play Hunter and don't have a 1 or 2 drop the game is usually over as they have this kind of playstyle all the time, while Mage just has it with a deck like this.
    I have noticed a lot of hate towards Lich King, which is why I have included a info section for replecements and thoughts towards why he is included and why you can use other cards instead of him.
    I did not update the deck and switch him out as I want the deck to be true to the original I hit Legend with and this win rate, if I switch him out after it just feels like tricking people.

    Conjurer is really good if you face a lot of aggro or tempo decks, while only good vs control if you have a Apprentice+Mana wyrm out on curve, or for a potential Bonemare .If you teched in Antonidas it can be for a turn 8 easy fireball tempo play.
    Meteor is a nice curve card in a deck like this with unexpected AoE to take people by surprise, tho very slow vs any kind of aggro as the game is usually over at turn 5+. While we already have a good matchup vs control, tho this might make it better vs Midrange?
    In the replacement section I also belive in playing Bully + Antonidas, tho with saving Bonemare:
    "Antonidas will usually not see play until turn 9 when you can combo him with a glyph or frostbolt, if lucky can combo with Conjurer's Mirror image at turn 8. 
    *Cool idea is using 1x Bonemare 1x Antonidas and putting in a Bully or two!*"

    Thanks for your comment and I just wanted to answer as it was such a good one! I will take a closer look at Arcane Giants myself! :)

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    Thank you for your contribution, I can put it in the info section below the other gameplay video :)
    Feels good that a lot of people are enjoying the deck.

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    FeelsBadMan, what is your sample size vs Aggro Hunter? Might just be a bad streak?
    Otherwise I have some advice for you regarding the Hunter matchup that I and TwoDoorsThePlebLord wrote down in the comments earlier:
    RDeeHS: "Well at the top of my head vs Hunter: You have to mulligan for 1-2 drops, Mana wyrm, Arcanologist, frostbolt and glyph. Apprentice is also good but first at turn 3 in combo with a frostbolt or glyph. We focus on value drops with 3 hp over 2 as their 1 drop is a: 2x Alley cat or b: 1x Firefly. Their max damage at turn 2 is then 2 hp (without playing around random Razormaw), meaning Apprentice is the only minion without value here, we could even drop a Vanilla Mediv Valet to not lose board tempo.

    Hunter has a similiar gameplan as us, that's why it can be tricky to play against. Both decks want to mulligan for 1-2 drops to get early board, both decks want to snowball. Mage has great tempo in Mana wyrm, frostbolt, glyph, apprentice. While Hunter wants to mess us up with an early bow and bearshark as bow counters our 3 hp minions over 2x turns to gain board, then bearshark counters our frostbolt, but not a turn 5 valet+secret clear.
    All the hunters play a Hydra now, if you can frostbolt that then it should be GG.
    They are also weak towards Mirror Image, spec since a lot have skipped Unleash the hounds or just play 1x. Meaning Conjurer gives us good value in this matchup spec since it has 6hp for value trades.

    Around turn 5-6 the game is usually over, sometimes it can be a stalemate with minimal trades until turn 8. if that happens we could close it out by going face a lot and get 2x fireballs to face for 12 damage at turn 8. 

    Hope this helps! :)"

    TwoDoorsThePlebLord"Also Hunter has no board clears so board is the key. Against the hunter you can allow yourself to prolong the game. Hunter easily runs out of cards, although this deck also plays a lot of cards each turn, mages can rebuild their hand with Arcanologist and Arcane Intellect. 

    At turn 3 try to play counterspell, because on turn 3 they either play Animal companion or Eaglehorn bow. If you get animal companion that's perfect if not your counterspell will stay and potentially could be activator for your Medivh's Valet. 

    At turn 6 you should try to play Mirror's Entity to get Savanah Highmane (Even tho i saw 0 of them played today) you still often get something good even if it's a Alley Cat if it survives it can be comboed with the Bonemare."

    Hope this info can give you some insight into this matchup so you can start winning it!

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    Well Medivh's Valet will give you Burst-Tempo-Board control, so it's really harsh to remove him. The deck wont play the same at all, but might still work. I cant give you a good replecement option as the card is so unique in what it does.

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    Nonono, it's one of the best tempo cards you got. Examples: Coin turn 2 Apprentice into a 2 mana Arcane Intellect vs control decks / or random secret if bad mulligan draw.
    Vs Other tempo decks at turn 3 you can do Apprentice + Frostbolt or Glyph to take over the board/tempo and snowball.
    Free Mirror image with Conjurer turn 4-5.
    Any card you get from Glpyh with Apprentice is insane.

    As a two mana drop it has 3 attack = trades positivitly into other early game cards as Priests Cleric/Radiant Elemental. Mages Mana wyrms/Apprentice/Arcanologysts.

    Mid game example: Apprentice out at turn 5-6 = Portal cost of 6 instead of 7 = Game winning tempo.

    There is more to it but I think we covered enough to say it fits into the deck :)

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    It seems to me that people are either owning Priest or having trouble with them. I can only think it comes down to a: Playstyle or b: low sample size where the Priest or Mage got very lucky.

    My sample size is 16-2 which isn't the biggest but shows that it's a good matchup, only advice I can give is go hard for the tempo plays and don't be afraid of aoe board clears, we don't have time to play around them. Getting a counterspell out turn 4-6 can be crucial to hitting an early lethal.
    Can also hit a late game lethal vs Dk-Anduin with Fireballs-Portals-Glyphs as his healing hero power dissapears.

    I wrote this to two people before in the comments as advicve: 
    "Need to mulligan for Sorc apprentice to gain great tempo, counterspell is also great in this matchup at 4 or 5 to counter Nova or Dragonfire! While arcanologys is great but can be harsh in combo with Apprentice as Potion of madness kills you.
    Another great curve is arcanologyst into Kirin tor instead of apprentice as then Pot of Madness cant board clear and a 4 attack minon counters their other removal in Shadow word Pain/Death + a Secret at curve offcourse for tempo."

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    Sounds cool, happy to hear that your homebrew decks are working out that well! :)

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    Well ill copy what I wrote to another guy asking about this matchup: "Need to mulligan for Sorc apprentice to gain great tempo, counterspell is also great in this matchup at 4 or 5 to counter Nova or Dragonfire! While arcanologyst is great but can be harsh in combo with Apprentice as Potion of madness kills you.
    Another great curve is arcanologyst into Kirin tor instead of apprentice as then Pot of Madness cant board clear and a 4 attack minon counters their other removal in Shadow word Pain/Death + a Secret at curve offcourse for tempo."
     
    I myself never had a problem with Priest as I feel we out tempo them everyday in the week and if we can't kill them before Anduin we can easily kill them after. If they can't heal anymore, fireballs, portals and glyphs are their worst friend. They are Highlander Priest tho with a 1-off everything, so they can counter most stuff if they draw luckily against you.

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    Paladin is a bitch to play against since they out tempo us so easily, luckily they aren't that populer right now!
    Hmm well not really we already play 2x mirror entity which are king against "big ez" decks since they play few minions but powerful ones. Conjurer should also do work here as they don't want to hit into mirror images with the big minions.
    Maybe Antonidas can be a good finnisher then instead of DK as he can be so good late game.
    We should have an easy time out tempoing them and going face tho :)

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    Hey TwoDoorsThePlebLord thanks for the help with replaying you know your shit! :)

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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    posted a message on Legend in 3-Days: 64%W Secret Tempo Mage

    Haha that Priest comment! :D
    Well at the top of my head vs Hunter: You have to mulligan for 1-2 drops, Mana wyrm, Arcanologist, frostbolt and glyph. Apprentice is also good but first at turn 3 in combo with a frostbolt or glyph. We focus on value drops with 3 hp over 2 as their 1 drop is a: 2x Alley cat or b: 1x Firefly. Their max damage at turn 2 is then 2 hp (without playing around random Razormaw), meaning Apprentice is the only minion without value here, we could even drop a Vanilla Mediv Valet to not lose board tempo.

    Hunter has a similiar gameplan as us, that's why it can be tricky to play against. Both decks want to mulligan for 1-2 drops to get early board, both decks want to snowball. Mage has great tempo in Mana wyrm, frostbolt, glyph, apprentice. While Hunter wants to mess us up with an early bow and bearshark as bow counters our 3 hp minions over 2x turns to gain board, then bearshark counters our frostbolt, but not a turn 5 valet+secret clear.
    All the hunters play a Hydra now, if you can frostbolt that then it should be GG.
    They are also weak towards Mirror Image, spec since a lot have skipped Unleash the hounds or just play 1x. Meaning Conjurer gives us good value in this matchup spec since it has 6hp for value trades.

    Around turn 5-6 the game is usually over, sometimes it can be a stalemate with minimal trades until turn 8. if that happens we could close it out by going face a lot and get 2x fireballs to face for 12 damage at turn 8. 

    Hope this helps! :)

    Posted in: Legend in 3-Days: 64%W Secret Tempo Mage
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