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Quest Mage (quick)

  • Last updated Jun 29, 2018 (Spiteful Nerf)
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Wild

  • 15 Minions
  • 14 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: TTK Mage
  • Crafting Cost: 7800
  • Dust Needed: Loading Collection
  • Created: 6/29/2018 (Spiteful Nerf)
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  • Battle Tag:

    Shamaniac#2998

  • Region:

    EU

  • Total Deck Rating

    222

View 13 other Decks by Shamaniac
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Hi again! This deck I'm going to show u now is one of the very few decks I have been feeling comfortable playing with during this new expansion and meta. Quest Mage has changed a lot because of the loss of Ice Block, but the current meta is just so slow and the loss of Dirty Rat makes it so that we can actually pull of those "free wins" as we did in the past. 

My current win percentage is ~54% from rank 5 to rank 2. I have been busy creating new decks so I have not been concentrating purely for legend climbing. Still I'm pretty sure that this deck has what it takes, and most of all it's fun to play!

Wincondition:

For those who don't already know, deck uses OTK -combo: Sorcerer's ApprenticeSorcerer's Apprentice + (2 mana) Molten Reflection + (1 mana) Molten Reflection + (1 mana) Time Warp = Next turn Archmage Antonidas triggered by any spell card to infinete Fireball's.

Getting there:

Getting Time Warp from Open the Waygate requires us playing 6 spells that didn't start on our deck. To get those spells we have Primordial Glyph and lesser Ruby Spellstone that can be upgraded Greater Ruby Spellstone givin us max. 3 random spells. Upgrading Ruby Spellstone is important so in our decks basic core we have elementals such as Arcane Artificer and Tar Creeper who also go together with decks defensive character and Fire Fly who is just purely to make the upgrading faster.

Deck has fairly good card draw with Acolyte of Pain's, Arcane Intellect's and Novice Engineer's, but the Aluneth takes the cake! Aluneth can be used relatively well without a risk of overdraw, because our cards such as elementals cost so low on mana that we can empty our hand before the next turn +4 card draw. Aluneth also makes it so that u can actually play the Time Warp turn savely even when u have 4 cards left in your deck within some of your combo pieces, because u will automatically get them ready till your OTK -turn. 

Our deck uses cards that stalls opponent aggression until we have all of our combo materials gathered. Frost Nova and Blizzard are great alone, but they can always be combined with Doomsayer with possible boardclear. 

How to play:

Against control decks such as Taunt Druid, Quest Warrior, Shudderwock Shaman, Combo Priest and Quest Priest games are quite easy. We can concentrate highly to the card draw from the start and trying to gather all the needed material on the way. We have the time to be greedy even with pinging Acolyte of Pain on turn 5 or so on. Opening hand could be something like Lesser Ruby Spellstone and all the card draw u can get. Nothing much to say, my win percentage vs these decks on the average is ~81%. 

Against more midrange decks such as Cubelock, Recruit Hunter and Even Lock we automatically need to increase our defensiveness to stay alive long enough. It's important to use your mana effectively to make sure that your hand has room needed for the futures Aluneth topdeck or the emergency first-aid kit of Greater Ruby Spellstone. My current win percentage vs these type of decks is ~52%

Then there is aggro decks such as Odd Paladin, Odd Rogue, Aggro Warlock ext... With ~27% win rate as a prove, these decks are difficult to us. In my opinion the best way to act is trying to be as greedy and fast as u can possible be! Do not frost nova board that threatens u with 6dmg to the face, use it next turn when that same number is 12dmg. Wait for the right moment to Arcane Artificer + Blizzard. Go for the Aluneth on the 6th turn, and concentrate to discard just the right cards! If nothing else seems to work, throw 4 Sorcerer's Apprentice's to the field and try to stop the aggression with whatever u find from the Ruby Spellstone... Maybe they all survive till your next turn because aggro doesn't play boardclears and then u can have your combo, just maybe... 

Something:

Mm, on the early days i used Shimmering Tempest as it is now Novice Engineer. It wasn't too defensive drop to play, and the current card draw makes it so that finding Fire Fly's to upgrade spellstones is fast enough to bring in what Shimmering Tempest would have given us in the first place.

In many matchups that I have lost the reason behind it has been the lack of card draw cards (7). This is why it's crucial to have them in your opening hand! Could be interesting too to have some other variation of the deck that could use more card draw, any ideas guys?

That's about it! 

- Shamaniac#2998