OTK Mage (No Quest, Standard, Slower Variant)
- Last updated May 6, 2018 (Witchwood)
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Wild
- 9 Minions
- 20 Spells
- Deck Type: Ranked Deck
- Deck Archetype: TTK Mage
- Crafting Cost: 8940
- Dust Needed: Loading Collection
- Created: 4/24/2018 (Witchwood)
- BaggedMilk
- Registered User
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- 2
- 7
- 23
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
134
Explanation: The deck relies on reducing the cost of Sorcerer's Apprentice to 0 by using Simulacrum and then Leyline Manipulator with a Sorcerer's Apprentice in hand, after you've reduced two Sorcerer's Apprentice with both Molten Reflections and Archmage Antonidas in your hand at 10 mana; simply play Archmage Antonidas, Sorcerer's Apprentice, Sorcerer's Apprentice, Molten Reflection, Molten Reflection and you'll be able to go infinite with 0 mana Fireballs. I found the inclusion of Sandbinder and Witchwood Piper eliminated most of the need for other draw for your combo, I filled in an abundance of lategame removal to help make Dragon's Fury viable removal in this deck as you aren't looking to make any of your own minions stick- you just need constant removal. Consider cutting Dragon's Fury and excess lategame removal if you find yourself running into too much aggro. I don't like including Doomsayer as it makes it more difficult to find your Sorcerer's Apprentice with Witchwood Piper. Frost Lich Jaina feels necessary for surviving lategame so I wouldn't recommend cutting her either, the Polymorphs are for playing against cubelock and taunt druid, managing to Polymorph both Doomguards or the first Hadronox turns the matchup into an instant win.Ice Barrier, Fireball, Arcane Intellect and Blizzard aren't hugely impactful and can be cut- they're just in there to make Witchwood Piper more consistent at fetching Archmage Antonidas from the bottom of your deck when you can't seem to naturally draw into him- and the inclusion of more minions would hurt this process. That being said I think that Frost Nova Doomsayer would perform well in the deck if you choose to cut some of the spells in favor of minions. Your most difficult meta match-ups are paladin and spiteful druid so if you find yourself queueing into them too often just opt for more early game removal over the Dragon's Fury package.
Full ChangeLog:
-2 Fireball why was burn in this deck in the first place?
-1 Frost Lich Jaina not game-changing; would rather be clearing or drawing
+2 Frost Nova Freeze is great vs wide boards when you're close to finished assembling your combo, or just need a couple more turns
+1 Zola the Gorgon works like a third Simulacrum, reduced by Leyline Manipulator just the same great include
-2 Dragon's Fury 5 mana hellfire wasn't that great
+2 Primordial Glyph not necessary for combo, but flexible
+1 Frost Lich Jaina wish I had it most long games so, adding it back
-1 Primordial Glyph makes dragon's fury worse and not necessary
-2 Arcane Intellect had enough draw and draw specific effects as it turns out
-1 Leyline Manipulator having two isn't necessary for combo, and with a couple Sandbinders it's really easy to find the one you need
+2 Cone of Cold freeze is good, 4 mana spell for dragon's fury
+2 Dragon's Fury no reason to play a version this slow if you don't have the board clear necessary to sustain and comeback
I would love your feedback on the deck and will continue to update it based on support, thanks.
My changes:
-2 Fireball (Usually not enough in the early game to do much, imo.)
-1 Meteor (Admittedly, I didn't have two of these to run, so I'm just making a substitution.)
-1 Frost Lich Jaina (Dead card through and through. The enemy usually has big enough minions that makes the lifesteal and hero power useless, or the game ends before this card is played.)
-1 Molten Reflection: Having two just made the second one a dead card a lot of the time.
+2 Frost Nova (Stall is lovely. It's what makes Exodia Mage what it is, even without Ice Block. This does make Dragon's Fury a bit weaker, but still handy against all those minions on the enemy's board.)
+1 Zola the Gorgon (Basically another Simulacrum. Made dumping a Frost Nova or Ice Barrier easier at turn 7. Could alternatively copy a Witchwood Piper should you desperately need to thin out your deck more or even fish out that Archmage Antonidas if you've drawn every other minion in the deck.)
+2 Cone of Cold (More stall. Nuff said.)
Cards I tried that didn't make the cut:
Voodoo Doll: Tried for synergy with Frost Lich Jaina and removal that bypasses Spell Immune targets, but it was a little too slow and useless at the time.
Acolyte of Pain: I ended up with more cards in my hand than I could remove, so that was a bust.
I tried Acolyte of Pain as well as Loot Hoarder but with the amount of fishing cards out of your deck and such high cost removal I too felt like it was too much card draw and ended up with full hand or card draw, I have Zola the Gorgon and didn't even think to put her into the deck, seems to work fine when I played around with it. Love Freeze effects, but I didn't think they would be necessary in this deck due to the amount of board clears, but it's definitely superior vs stickier minions like odd paladin when they get divine shield on all of their minions via Unidentified Maul - didn't think to include them originally because of the fact you can't run Doomsayer without messing up your Witchwood Piper. Fireball was a card I was looking to get rid of and Zola the Gorgon and Frost Nova fill that void- when I've played Frost Lich Jaina which is most games that make it to turn 9 with this deck I feel like she puts pressure on the opponent and forces them into playing around her every turn, not to mention the synergy with Polymorph I like to include her just because it's a powerful card in any mage deck that's going past turn 9 however admittedly after trying games without her I didn't see a drastic change- your win condition stays the same, you still have board clears and freezes, she's definitely not 100% necessary in the deck. Thankyou for all your feedback and cuts!
Playing a little more, I've come to realize that perhaps Frost Lich Jaina is not such a dead card. There were times when I needed more turns and some extra sustain beyond Ice Barrier. I'm willing to make it a useful side card if I need it.