Sons of Arugal
- Last updated Aug 10, 2018 (Boomsday)
- Edit
- |
Wild
- 25 Minions
- 4 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Hand Mage
- Crafting Cost: 12480
- Dust Needed: Loading Collection
- Created: 4/7/2018 (Patches Nerf)
- user-10109854
- Registered User
-
- 12
- 24
- 57
-
Battle Tag:
Pillowise#2103
-
Region:
EU
-
Total Deck Rating
386
Sons of Arugal (video from Witchwood day 2)
The Game Plan - Tribe-based, Mid-range Tempo Hand Mage.
Step 1. Establish board control, with strong minions, and start putting on pressure:
Fire Fly, Pyros, Faerie Dragon, Nightmare Amalgam, and Tar Creeper.
Step 2. Back up early game board control with strong synergies and bodies:
Scaleworm, Twilight Drake, Leyline Manipulator, and Servant of Kalimos.
Step 3. Continue board domination while retaining a full/ large hand size:
- The Archmage Arugal draw synergy. He combos perfectly with Book of Specters, Research Project, and Stargazer Luna.
- Elemental Card Value. Elementals make more cards, such as Fire Fly, Pyros, and Servant of Kalimos.
Step 4. Take advantage of internal synergies for tempo swings (smallest to biggest):
- Twilight Drake, a 4/10 for (4) mana allows for some great control and consistent threat.
- Scaleworm, a Rush 5/4 for (4) mana, is crazy powerful, it's nearly a fireball but can also often remain a body on the board afterwards.
- Leyline Manipulator, discounts a large portion of the hand, allowing for crazy turns.
- Astromancer, large swing from hand synergy.
- Mountain Giant, having a large hand means you can normally play Giant for 3-4 mana.
- Luna's Pocket Galaxy, in order to overwhelm the opponent (when draw is considered).
Wombo Combo
Playing Mountain Giant turn 3 as 'Player 2' (with The Coin):
- Standard: turn 1 Fire Fly, turn 2 Book of Specters, turn 3 Mountain Giant. - 9/10 worth of stats and a 9 card hand by end of turn 3 (2 cards are The Coin and Flame Elemental).
- Stronger: turn 1 The Coin + Archmage Arugal, turn 2 Book of Specters, turn 3 Mountain Giant. 10/10 worth of stats played, and a fantastic hand for Leyline Manipulator but you discard a card.
- No Discard: turn 1 The Coin + Archmage Arugal, turn 2 Research Project, turn 3 Mountain Giant. Same as above, however you only have ten cards in hand if your opponent doesn't kill Archmage Arugal on their turn 2 (unlikely).
There are lots of variations, but the earliest 'Player 1' can play Mountain Giant is turn 4.
Mulligan Guide
- Always Keep: Fire Fly and Book of Specters.
- Against Aggro: keep Tar Creeper.
- Against Control: keep Research Project, Faerie Dragon and Pyros.
Guide for specific cards:
- Archmage Arugal, if you go turn 2, keep, just for the chance you can play turn 1 uncontested. If you go turn 1 only keep if you are against control and really only if have Fire Fly in hand.
- Mountain Giant, only keep if you have are going second and have Fire Fly and Book of Specters (and/or Archmage Arugal).
Ongoing Refinements
The Witchwood:
Day One (refining mid-range):
-
- -Twilight Drake x2 - As people have rightly pointed out, it disrupts elemental synergy, not worth it
- -Blazecaller x2 - The tempo of this card is great, but not enough
- -Cauldron Elemental x1 - The few times I got this to work it was amazing... but I was wrong after all.
- +Glacial Shard x2 - Such a useful minion, especially for protecting high value minions, not for turn 1.
- +Questing Adventurer x2 - Yes, really! All credit to: 'dyonthegrey1', who showed me the way.
- +Servant of Kalimos x1 - Turns out that this is more valuable than Bonfire Elemental (Just!)
Day Three (going aggro):
-
- -Arcane Intellect x2 - Intellect was a bad play without Archmage Arugal.
- -Nightmare Amalgam x2 - Amalgam was underwhelming a good turn 3, but otherwise unplayable.
- -Bonfire Elemental x2 - Servant was better than Bonfire and Bonfire was only good on turn 5,
- +Shimmering Tempest x2 - Now that there is a lower cost focus, this is good as it adds a card to the hand.
- +Knife Juggler x2 - As there are now so many 1 drops, brought in so that the deck performed better against paladin.
- +Igneous Elemental x1 - Igneous brings two (worse) cards to hand but these can be discounted and has a 2/3 body, had the same effect on giant as Arcane Intellect.
- +Cult Master x1 - Master draws like crazy, replacing Bonfire.
Day Four (back to mid-range):
-
- -Glacial Shard x2 - I found a better minion for the current dynamic.
- -Shimmering Tempest x2 - Arlght turn 2 elemental, underwhelming for the rest of the game.
- -Knife Juggler x2 - really good against paladin but not against anything else, taunt works just as well.
- -Igneous Elemental x1 - Only really good if your going for an aggro, small minion build.
- -Cult Master x1 - Only really good if your going for an aggro, small minion build.
- +Mana Wyrm x2 - great one drop, works with: The Coin, Book of Specters, Primordial Glyph, and Flame Geyser... Also doubles the chance of having good early game against paladin.
- +Vicious Scalehide x2 - Great at hampering aggressive decks, and otherwise is a ping with a body and 1 life-steal.
- +Stonehill Defender x2 Decent taunt, that messes up aggro and discovers, want to keep on mulligan against Aggro.
- +Voodoo Doll x1 Decided to tech in one, to help a little bit more vs contol.
- +Bonfire Elemental x1 - Bringing mid-range draw back and a big body.
- +Countess Ashmore x1 - Draws Vicious Scalehide x2 and Pyros or Voodoo Doll, all things that you want out of the deck and in the hand in the late game.
- +The Lich King x1 - To shore up the late game, to play Jaina. Also generates cards.
Day Six (multi-tribe, is much more powerful, but may require tweaks):
-
- -Mana Wyrm x2 – Good 1 Drop but now with only 1 spell in deck, has no place.
- -Vicious Scalehide x2 – Lack of synergy.
- -Primordial Glyph x2 – Space in deck has decreased.
- -Voodoo Doll x1 – Better slots filler in either Polymorph or Spellbreaker.
- -Zola the Gorgon x1 – This was really hard to do, but have to make cuts somewhere.
- -Steam Surger x2 – Didn’t quite make the cut, but I may change my mind, it is fantastic.
- -Countess Ashmore x1 – An experiment that didn’t pan out. I hope you guys appreciate the fact that I crafted this card just to try this for you.
- -The Lich King x1 – Too high cost, for too low impact.
- +Faerie Dragon x2 – Really nice, well stated and strong effect Dragon.
- +Nightmare Amalgam x2 – Welcome back Amalgam! I missed you and now we have duel tribe, you are amazing.
- +Scaleworm x2 – Does not grant dragon synergy, but is a fantastic card, and grants removal.
- +Spellbreaker x1 – Really not sure about this or Polymorph, also not sure if I should make the sacrifice to have two of them…
- +Twilight Drake x2 – Welcome back Drake! Now that you have Dragon and Hand synergy you are really strong.
- +Bonfire Elemental x1 – Second one back into the deck, now that more draw is needed.
- +Cobalt Scalebane x1 – would love to have 2 in, but 4 and 5 drops are contested slots.
- +Wyrmguard x1 – Only need 1, but it can be the death stroke to aggressive decks, basically ensuring you can get to Frost Lich Jaina.
Day Seven (tweaks):
-
- -Spellbreaker x1 – Only helps against big decks, most are playing aggro.
- -Cobalt Scalebane x1 – winmore card (in retrospect).
- -Bonfire Elemental x1 - Improving the curve.
- -Wyrmguard x1 – need to get to turn 7 against aggro.
- +Arcane Intellect x2 - The decks needs that extra draw.
- +Steam Surger x2 - The deck needs this card for optimal curve.
Day Ten (counter-meta tweak):
-
- -Arcane Intellect x1 - Only actually need 1 for reliable draw (it appears).
- +Tinkmaster Overspark x1 - Essentially because this is a 3 mana polymorph that isn't a spell and has a body (so not game loosing against paladin), essentially the purpose of this inclusion is to Transform a Voidlord, or any minion for a druid, into either a Squirrel or a Devilsaur (which because it is a beast, messes up druid).
Boomsday Project:
Day Two (acquainting myself):
-
- -Arcane Intellect x1 - Making room for Research Project.
- -Tinkmaster Overspark x1 - This card is no longer needed.
- -Servant of Kalimos x1 with Mecha'thun, Bonfire Elemental becomes the stronger card.
- -Steam Surger x1 - Needed to make a slot, this may be changed later.
- +Research Project x1 - Stronger then Arcane Intellect because of 1 mana cheaper (Giant combo) and mill potential.
- +Stargazer Luna x1 - Obviously...
- +Bonfire Elemental x1 - As above, this is better with Mecha'thun.
- +Mecha'thun x1 - Allows the deck to be unworried about fatigue, thus allowing for greater focus and a win condition.
Day Three (some realism and optimisation):
-
- -Mecha-Thun – no way to kill it myself.
- -Stonehill Defender x2 – need more tempo and reliability.
- -Bonfire Elemental x2 – With removing [cardMecha’Thun[/card], the worry off fatigue returns, additionally Servant of Kalimos is stronger due to the Leyline Manipulator synergy.
- +Steam Surger x1 – One of the core synergy cards.
- +Servant of Kalimos x1 – Reason above, replacing Bonfire Elemental.
- +Astromancer x2 – May limit this to one at some point, however this brings a strong swing.
- +Luna’s Pocket Galaxy x1 – I don’t know yet if this deck can afford to skip a turn, but there is enough draw to take advantage of this card.
Thank you for reading!
Arugal + Book of Specters = Draw 6 Cards = OP (currently trying this deck)
This might have been asked before, but I'm curious why you run 1x Cauldron Elemental instead of running the second Servant of Kalimos? Is it simply because you run 2 new 5 drops in Bonfire Elemental and want a better curve? I've just heard only bad things about Cauldron Elemental and thought there must be a better option at the 8 mana spot. Perhaps Ozruk or even Baron Geddon?
I guess I just feel like Cauldron Elemental feels like a win more card, rather than an answer to the strong late game plays of things like cube lock or handlock. The deck currently doesn't have an answer to getting through Void Lord on turn 6, whereas Baron Geddon does help you with clearing our the void walkers once you're able to rid yourself of the Void Lord. I like how you defend Cauldron Elemental amidst all the negativity about him and I hope you're right that he'll see some play later into the expansion.
Hey, i was looking at the comments, and you re right: spellstone doesn t fit in the deck. It s too RNG based, i played it in some decks and i was really disappointed getting always shitty cards like glacial mysteries, shatter, freezing potion, arcane explosion, arcane missles, greater arcane missles, spellbender ecc. Spellstone is not good
I have tried to figure out the weakness of this deck but it seems pretty solid in theory. the only bad matchup is maybe some tempo deck which snowballs you in the earlygame? i think i will try it if the expansion goes live
This deck looks really good and intresting! Can't wait to try!
Good job ;)
Sorry, but would Stormwind Champion be strictly better than Cauldron Elemental in this deck: 8 mana +1 Attack on elemental only is simply too bad: we have a 3 mana 2/2 that does the same with all minions. Ok, both are not elementals, but with 8 mana does it really matter?
So it's a nice idea but nah, will not work.
it's +2 atq
And it's more like a finisher, it's not really aggro here
I can already see a Trolden highlight with this deck where someone uses their Book of Specters and discards the other one andnthe two Arcane Intellects.
Check out my value version http://www.hearthpwn.com/decks/1073341-book-of-specters-mage-theory-craft
Will have to try it out, however, I think I may make some changes. As I understand, core of the deck is with Mountain Giant. Ok, but it seems as you're too much into this card.
I have been playing elemental mage for some time and even reached legend with it (you can see my very-first and old elemental mage deck on my profile, don't want to spam link here), but your deck lacks of earlier point removal (like Polymorph and Fireball). I would even go for Frostbolt and subtract Arcane Intellect. These spells also can help you with burst damage for easier and faster win.
I would also consider Tol'vir Stoneshaper for board pressence. Another Servant of Kalimos works well with Leyline Manipulator and don't forget about Baron Geddon as he's really great mass removal along with healing if played after Frost Lich Jaina.
Along, it would turn deck into more tempo-oriented one, but when the expansion lands out, give it a try. And good work, elemental mage is a lot of fun!
Great idea, would drop the Cauldron Elemental to be honest with you. Seems really far under power curve. I'll definitely be trying something like this out though (Brode allow I get the cards).
I like the idea but cards like Steam Surger, Leyline Manipulator and Cauldron Elemental aren't good enough to see play now (the first two) and won't be in the future. I think it would be better to throw in a couple of removal or tempo spells to give the deck some balance. Adding 2 or 4 spells isn't going to offset the impact of Book of Specters.
Imagine the RNG draw on Mountain Giant from Archmage or the Book OR BOTH. You suddenly get a hand full of Giants and just cheat out 8/8s like its no ones business.
Mountain Giant is rotating out with Witchwood, y'all know that right? And also, Cauldron Elemental can realistically be at best about as good as an additional Fireballfor 8 mana, or an overcosted War Golem. Dude, just put a Pyroblast in there if You want that.
Molten Giant is the giant that is getting moved to hall of fame. Mountain Giant will still be around.
I say get rid of arcane intellect and go ruby spellstone for the leyline manipulator synergy. Drown in the value
* Pyros
* Zola
Yeah..
Spellstone is better than cabalists tome in this deck, and all big mages played tome.
Its an auto include. Book of specters only needs to draw two minions to be great. An elemental mage can still have 6-8 spells just fine.