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'm not advocating one way or another, but a lot of people do not consider card advantage a form of tempo. According to that school of thought, tempo refers only to the current board state, and any expenditure of mana that doesn't immediately advance your board state is considered a tempo loss.
(This may be a Hearthstone-vs-Magic thing, since in Magic the board state can remain more or less static over multiple turns -- something that almost never happens in Hearthstone.)
No one is right or wrong, and Instead of getting into a semantic argument, it's often more productive to simply acknowledge that there will be a temporarily weakened board presence, but the investment in value will reap greater tempo (board presence) benefits later on.
I personally try to avoid shorthand such as "value" and "tempo" because it tends to derail the discussion when people disagree on the finer points of those definitions.
I was theorycrafting a build similar to this myself. Arugal and book of specters is just an insane synergy. however i did not consider the mountain giants. Honestly i think this deck type has some real potential
146 people who have already won with this deck can't be wrong.
Any way we could fit in Toki, Time-Tinker ?
http://www.hearthpwn.com/decks/1073341-book-of-specters-mage-theory-craft I fit it into my version
I think may you can add two spellstones to make it better xD
Just kidding.. But well, when the expansion comes out i'll try this deck :)
It looks amazingly constructed.
Book of Specters
Draws 2x Arcane Intellect and 1 Book of Specterst
Perfect
In all seriousness, deck seems good
Same here, knowing my luck, it will happen a bit too often...
:O
Spellstone has no synergy with Arugal, is slow to upgrade and give random spells. Arugal + book of specters is draw 6 cards and duplicate cards from your deck (meaning probably better than random mage spells).
-Cauldron elemental -plated beetles +twilight dragon +sindragosa -glacial shards + water elementals
Edit: grammar mistakes
Wait, no, how could you cut servant of kalimos in a elemental deck. I would rather cut Zola the Gorgon and a steam surger, if u don t wanna cut cauldron elemental.
I don't have Pyros yet, so I think I'd end up subbing him out for Shimmering Tempest since it retains some synergy while performing a similar role. However, Pyros could provide a nice turn 5 [6/6] for 4 mana, or turn 8 [10/10] for 8 mana if you have a Leyline Manipulator to play. Heck, you could get him even cheaper than 8 the longer you hold onto him depending on how the game plays out. He could provide some excellent late game value that Shimmering Tempest would fail to provide.
Honestly, I've never been a fan of Pyros, because there are so many opportunities for your opponent to take advantage of you playing it. For once, priest has so many mind controls. For two, there are several silence options. When this happens, a vanilla X/X for X mana doesn't give me value.
But it gives them more tempo, allowing them to play it on their curve at their whim.
I developed a similar deck but include lesser ruby spellstone for long-term value and spell generation with minimal deck presence, and arcane keysmith for secret inclusion that doesn't disrupt the minion-draw mechanic. Also, I included polymorph for demons and a single voodoo doll for jaina synergy and to kill a tough enemy. No plated beetles, giants or cauldron elemental because I don't think that these are necessary.
https://www.hearthpwn.com/decks/1073429-arugal-elemental-tempo-mage
Problem with spellstone is you don't want to keep it on opening hand, it takes a lot of time to take value out of it later in the game, and it's another spell that might reduce th power of your Books. Natural draws (Book and AI) seem better for their synergy with Arugal and I wouldn't put more spells in the deck.
Arcane Keysmith is really not a card you want to put in your deck. The 4-mana slot is already crowded a lot, I really don't see what 4-drop you would cut for this pretty bad card.
Voodoo doll seem like a potential good idea, depending what the meta will look like. If games go long pretty often, with big minions on the board, then it's a good removal / jaina activator for sure.
Cauldron Elemental blows. Why did you even consider it? It's terrible behind, and it's terrible ahead. You'd much rather play another card for 8 mana.