Sons of Arugal
- Last updated Aug 10, 2018 (Boomsday)
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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
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Battle Tag:
Pillowise#2103
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Region:
EU
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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):
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- -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):
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- -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):
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- -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):
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- -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):
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- -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):
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- -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):
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- -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):
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- -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!
i feel like the deck needs more early game stopping power. I get constantly steamrolled by face hunters (6 in a row to be exact). maybe stonehill or kalimos (divine shield and taunt)? i keep telling myself to hold out until Jaina but I can rarely get to T7 or T8
Yes I was. I'm trying -1 Questing -1 Zola and +2 Fire Plume Phoenix but of course I stopped facing hunters at that point. the changes though overall have been good for me.
hi, very nice deck! what do you think about stonehill defender?? questing adventures really work well??
im testing stonehill in a similar deck and at now is very helpful but not sure if can work well also in this. Why not shimmering tempest? Its very good for me, you had problems with it in testing?
Gg when fight rexxar ;/
I appreciate the adjustments you’re making to this deck as you go. I’m having a tough time controlling the board but it’s only Day 1 so I’ll keep practicing
Lorewalker Cho ?
Usually a big nono, but WowHobbs makes that card look Godlike.
Is Pyros highly necessary? I need to craft Jaina, and a few epic cards so I want to know if I need to do it because I'm also thinking about crafting other legendaries from this expansion.
Probably not, Pyros is a greedy card and is rarely necessary.
If you don't have Pyros, you could always get a second Servant of Kalimos.
Pyros evolutions get discounted by Leyline Manipulator. Could be a strong tempo play if Mountain Giant not drawn.
Super fun so far at rank 5. My winrate is 50-50ish but I'm constantly noticing ways to improve my gameplay.
This deck will teach me more about core Hearthstone play. It doesn’t rely on degenerate mechanics that make you not care about the other player ‘s board or actions. I played too much Secret Mage and Cubelock last season.
I accidentally built mine with 2 Lesser Ruby Spellstones. They upgrade effortlessly, and producing that many more “cards that didn’t start in my deck” to discount by 2 mana seems to be worth them going against minion-based synergy. Plus random spells are great in a deck without spell-based answers. Might become more necessary as other decks optimize their gameplans.
If the opponent gets into a rhythm of removing our minions, we out-minion them with draw and duplication.
If the opponent leaves up a board of minions, we convert them to Lifesteal with Jaina.
changed the Arcane Intellect for 2 Polys. too many Palis around
Too greedy at present but the core idea works and definitely worth developing. Spellstones worth adding - Leyline Manipulator is the MVP - and not convinced by Twilight Drake or Cauldron Elemental.
Agree here. Its very easy to get a hand full of very clunky cards.
Not really feeling the Twighlight Drake... feels clunky and no synergy.
Needs board clears I think.
Check this out. Same deck.
With a little spellstone addition though...