Turn 5 40 mana [ROS]
- Last updated Apr 3, 2019 (Level Up Nerf)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: Theorycraft
- Deck Archetype: Aggro Mage
- Crafting Cost: 4040
- Dust Needed: Loading Collection
- Created: 4/2/2019 (Level Up Nerf)
- TingTingin
- Registered User
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- 3
- 20
- 33
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Battle Tag:
TingTingin
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Region:
US
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Total Deck Rating
47
-2 Imp Master+
2 scarab egg : with the edition of Conjurers calling you now have five ways to activate eggs
The dream
Turn 1: Mecharoo
Turn 2: Knife juggler
Turn 3: khadgar mirror image (5 minions)
Turn 4: Sea giant
Turn 5: Conjourers calling on sea giant for 4 10 cost minions on turn five (you'll need room on board though)
You don't need these exact cards or for things to play out like this the basic catch 22 with this deck is that the more minions your opponents plays to counter you the cheaper your sea giant will be so they have to juggling Answering while not putting to much on board
Deck is WIP It needs more finishing power (Leroy frostbolt fireball etc) but I wanna try new cards first
Hi Ting, I tried to give it some flavor with an additional early win con. I really liked the theme of the deck with the Giants, so i went with 2 more Mountain Giants. =)
The good old turn 3 Mountain Giant (when u are on coin) is possible with Book of Spectors on turn 2. So for it to really draw all 3 cards my version of the deck maybe should cut even more spells... obviously there were too many spells in your build for that.
Turn 4 Sea Giant now isn't possible, but should be able to play it relatively cheap at some point in the game. I put in 2x Portal Overfiend to rebuild boards while drawing and Chef Nomi for a big finale, when you drew the whole deck.
Overall my deck is midrange focused with the additional Astromancers, which synergize well with Khadgar. But I think it would be even better to go for more value from Khadgar, with some good Deathrattle Minions like Cairne or even Mechanical Whelp. But then it gets to the point where we really have to cut the Seagiants... maybe it's just better to play a big hand mage honestly :D (which is currently the direction I went with the deck)
https://www.hearthpwn.com/decks/1253300-conjurers-giants
There's a deck in here somewhere excited to see which works out on launch day
Also do you happen to know by chance if you draw a portal card with specters if it gets discarded or if it still summons and you draw a "real" card meaning you could potentially draw a spell with specters if you got a portal
imagine if Flamewaker was stadart....
nice idea with giants, but i prefer spells+auctioners)
I have another deck that's like that as well but i don't know, I feel this will be more consistent or more fun at least but I'll try both
So the dream is your opponent having a heart attack so you can play all that while he skips first 5 turns of the game?
First off yes that would be ideal if he had a heart attack but
Sea giant cost 10 Mana meaning that there needs to be six minions on the board on turn four yours or his in order you to play it
Also there are actually issues with doing this in the event your opponent does nothing as you need to be able to trade your Mecharoo into something to make room on the board for sea giant
Anyway lemme give you an example of a deck that currently is in the game odd paladin (won't be after rotation but I use it for my example)
> you go first play Mecharoo
> they play righteous protector
> you play knife juggler and attack into their protector *the knife misses the protector (of course it did )
> what you need to dodge here is a blessing of might trade into knife juggler or a coin maul play let's assume he coin mauls and gets recruits (the play he should make here is kill your roo to reduce the number of minions on the board but he might not realize this also its hard for odd Paladin) to not have many minions on board)
>Turn 3:
You play khadgar mirror image adding five minions to the board meaning there's a total of eight on the board
>Turn 3 pally:
He plays raid leader destroying all your taunts with maul swing and minion attacks and still not killing khadgar or your roo
>Turn 4:
You counjors calling your roo summoning four 1 cost minions meaning there now 9 minions on the board so your sea giant cost 1 mana and you play sea giant
You now have a khadgar 4 random one cost minions and a sea giant and another copy of Conjourers calling to use on your giant for two 10 drops on turn five this is hard to deal with
That's just one scenario it can play out several different ways that can play out but the catch 22 is if you opponent plays more minions to kill your minions your sea giants cost is still reduced you only need six on board to play it on turn four
I think the real issue with this deck is actually drawing all the cards you need and not whether or not they work well together
The problem is that your scenario included:
This is HIGHLY unlikely. In real life your Khadgar and Sea Giant won't survive the opponent's turn most of the time.
"Certain deck for your opponent"
That's the point of an example to list a certain deck
"Bad hand for your opponent"
This was not a bad hand for my opponent
"Perfect hand for you"
Me: This is the dream guys for these things to happen
You : WTF You mean the dream is for things to go well for you like that's crazy
I'm not the greatest deck builder but I feel that there's enough here that someone better than me can come up with something