Rank 5 Anti-Aggro Odd Mage
- Last updated Oct 4, 2018 (Boomsday)
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Wild
- 16 Minions
- 13 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Control Mage
- Crafting Cost: 9760
- Dust Needed: Loading Collection
- Created: 10/4/2018 (Boomsday)
- RejoiceAlways
- Registered User
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- 5
- 25
- 39
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Battle Tag:
Gidaeon#1893
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Region:
US
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Total Deck Rating
21
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so this got hit VERY hard with the nerfhammer :)
any ideas? i took the milita in instead of the Gigling Inventor butits hardly the same ... also i have no idea how to properly replace the wyrm ;)
how abut you?
hahaha yeah the dream lives :) so far i didnt pull the 8 dmg hero power off either because it just takes people by surprise to see even one :) but they know that they dont want to face a hero power which can oneshot lichking :D
The ARchmage point is a good one but so far i never had the point on 10 plus mana to still have 3 1 mana spells in hand tbh.
But ill take a deeper look into it :)
At the time i cant play too much because of very tight work shedulle but ill keep experimenting with it :)
if ill make a break through (:D) then ill let you know
I have to say i really enjoy this deck :)
Sadly i dont got the Voodo Dolls so i replaced them with Explosive Rune but ill try out the Stonehill Defender as well.
Do you have any other Ideas for Replacements? Also what is the Archmage doing in here? i had a few games when he shined but he wasnt the Matchwinner so does he have a special Purpose i dont see?
Thx :)
I'm glad you enjoy it!
You made a similar swap as my friend who doesn't have Voodoo Doll or Jaina so he also put in the Kirin Tor/Counterspell/Explosive Runes sort of solution. Unfortunately, there's nothing else that does what Voodoo Doll does so Runes or Stonehill is probably the best if you want to make it more anti-aggro. Voodoo Doll deals with big minions better obviously. One silly option could be Tinkmaster Overspark if you want something that could also potential deal with big threats. The transform can also impact taunt druid, is a defacto silence against deathrattle hunter. There are a lot of good uses for that.
To the Archmage point, he's for finishing burst potential. I usually hold him until I can get at least 3 fireballs in one turn using 3 1 cost spells so there is the persistent threat of 18+ damage. Since this deck doesn't have inherently strong burst potential and there are several threats that come before him (Mana Wyrm, Clockwork Automaton, Elementals post Jaina), I've found my opponent's hard removal options are usually limited to depleted before he comes out. He's basically a trump card for longer matchups and the only real burst finisher I could think of.
I'd like to know if this continues to work for you and what adjustments you find work better.
I have yet to pull off my dream of double Clockwork Automaton into hero power for 8 but it will happen eventually.