[Wild] Flame On!!!
- Last updated Oct 15, 2018 (Boomsday)
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Wild
- 13 Minions
- 16 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Burn Mage
- Crafting Cost: 3960
- Dust Needed: Loading Collection
- Created: 10/12/2018 (Boomsday)
- TonyDanza
- Registered User
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- 2
- 17
- 52
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Battle Tag:
natureric#1282
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Region:
US
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Total Deck Rating
10
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Hi! Been playing more wild recently; here is a burn mage I used to climb from rank 19ish to 6 last month!! So much fun and enough secret synergy to really make use of every draw.
To play this deck,
- Run the board.
- Mana Wyrm
- Get your secrets out early to play a 2 or 4 mana Kabal Crystal Runner.
- Flamewaker is in this deck to cement your board control as we cast glyph into glyph into fireball face!!!!
- Burn the face.
- Use Forgotten Torch instead of Frostbolt when possible to shuffle in the 3 mana fireballs.
- Juggle your secrets. We run 5, and all of them can be integral to winning the game. Potion of Polymorph can win you the game outright in some matchups like Druid, when you play it around turn 8 for example. Ice Block, although not a strong tempo play, is still a secret our opponent has to play around. It might not seem very wise to bluff a secret, but they still have to spend a turn playing around something that can wreck them. Often if I have to choose between several secrets, I might get the ice block out first to jebait the 1 mana spell spent to play around counter or the small minion played to tank the explosive trap. Bluffing with ice block can maximize pressure by forcing your opponent to essentially waste a card, then you can corner them with an actual explosive or counter. It feels really good when you can pull this off.
- Remember order of secrets. PoP -> Explosive can guarantee 5 damage to the opponent's face on their own turn, totally unexpected, which can certainly swing. Huge combo.
- Play Aluneth and Rank up.
EDIT: Mana Wyrm got a nerf to 2 mana. Will have to play the deck more once the change is implemented but I think this virtually doesn't affect our deck. It is possible we will want to run a strong 1 drop like Mistress of Mixtures maybe or perhaps Secretkeeper but it is too early to make any predictions.
this deck needs work; everybody has answers to this with reno or taunts with heal or death knights.
Its ok vs low level aggro or big priest/druid but reno // mill rogue wins 99% of time.
Yea mill rogue with "Kingsbane" what u thought I meant straight Mill Rogue this is not 2016.
If you lose the board, start sending everything face. Our deck has 42 potential direct damage cards, not including rng dmg cards. Mill and Reno are tough matchups but not un-winable. As soon as you read Reno, send everything face and pray you draw for your outs.
Mulligan for Mana Wyrm, Arcanologist, and Aluneth in most matchups.
Vs paladin I consider keeping Arcane missiles.
Kabal Lackey is ok to keep in matchups where it is possible for it to live, i.e. vs warrior, warlock, paladin, priest, shaman. Don't keep a secret to play turn 1 unless you also have something crazy like mana wyrm or arcane missiles with the coin for some kind of crazy turn 1. Turn 1 secrets don't have as much impact as they do when played later in the game.
Our curve is very low so there is often many possibilities for early game, which is one reason this deck is fun to play. Many mulligans are just a judgement call based on your predicted matchup...It's wild so basically anything can go lol.
Try to have fun and string together a combo!!
Hello Sir,
whats the Mulligan?