[RoS] Khadgar Mage {V2.1}
- Last updated Apr 15, 2019 (Rise of Shadows)
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Wild
- 19 Minions
- 11 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Khadgar Mage
- Crafting Cost: 9000
- Dust Needed: Loading Collection
- Created: 4/7/2019 (Level Up Nerf)
- Inquixty
- Registered User
-
- 4
- 27
- 65
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
150
Thank you all for your feedbacks. I'm still trying variations. I'll be glad to see your advices and feedbacks in comments :)
{ Mulligan }
Daring Fire-Eater : Hero power is our best early tool agaisnt murlocs and tokens. This card helps to clear up to 3 health minions in early.
Acidic Swamp Ooze : Great agaisnt Bomb Warrior , Tempo Rogue and Shamans that run Likkim . Also provides a body agaisnt aggro decks.
Doomsayer : If you have Pyromaniac , Messenger Raven in your hand , you can play this on turn 2 agaisnt fast decks. Also if your opponent starts a nice board at turn 1 , this helps a lot. You can skip this vs slow decks.
Pyromaniac and Messenger Raven : Keeping these helps to secure the board and provides card draw.
Mountain Giant : Keep only agaisnt slow decks.
Never Keep : Khadgar , Arcane Intellect , Conjurer's Calling , Arcane Keysmith and high cost cards like Blizzard , Flamestrike , Astromancer , Power of Creation etc.
{ Winrates }
Version 2.1 : All matches are between Rank 5-3
Some Replay Links : ( Added Mech Hunter and Token Druid )
Version 2.0 :
Rank 5 to 4 :
{ Changes }
Version 2.1 :
+2 Pyromaniac : good stats , draw potential + helping agaisnt aggro.
+2 Arcane Keysmith : finding Counterspell is nice agaisnt Brawl and aggro buffs. Also Ice Barrier is good too vs aggro and bombs.
+2 Mountain Giant : nice target for Conjurer's Calling . Potential end gamer combo. this + Conjurer's Calling = Grave Horror or Mountain Giant .
-1 Acidic Swamp Ooze : 1 ooze is enough for now.
-1 Doomsayer : Now we have Pyromaniac to secure our early board. 2 Doomsayer is overmuch.
-1 Polymorph : 1 is enough. There are not so much big threats anymore.
-1 Rotten Applebaum : 1 is enough because of it's cost.
-1 Astromancer : not reliable. possibly summon minions with bad stats.
-1 Frost Nova : with Doomsayer change , we dont need this anymore.
Version 2.0 :
+1 Power of Creation : more Khadgar synergy + a good mid-game option.
+2 Acidic Swamp Ooze : there are lots of warriors , rogues for now.
+1 Frost Nova : synergy with Doomsayer . Also can save your board.
+2 Arcane Intellect : synergy with Astromancer . helps to fill your hand again.
-2 Arcane Keysmith : very bad tempo but can be useful sometimes maybe when we see different enemies.
-1 Hex Lord Malacrass : same as Kalecgos . Not for now.
-1 Kalecgos : was too slow with other cards.
-1 Acolyte of Pain : replaced with Arcane Intellect
-1 Voodoo Doll : Polymorph is enough for now.
[Version 2.0 Showcase] : Thanks KiwiiNbacon for showcases
[Version 1.0 Showcase] :
Here are the changes I made to adjust to a lot of agro mage faces in many ranks.
2x Cinderstorm to manage the board synergy with hero power or daring fire-eater. Hold the board until you can drop your taunts.
Alternatively +1x Ray of Frost and +1x Doomsayer to switch out -2x Cinderstorm for freezing down those big attack minions forcing a stall so that you can clear with a Doomsayer.
### hand mage
# Class: Mage
# Format: Standard
# Year of the Dragon
#
# 2x (1) Daring Fire-Eater
# 1x (2) Acidic Swamp Ooze
# 1x (2) Doomsayer
# 1x (2) Khadgar
# 2x (3) Arcane Intellect
# 2x (3) Cinderstorm
# 2x (3) Conjurer's Calling
# 2x (3) Messenger Raven
# 2x (4) Polymorph
# 1x (4) Proud Defender
# 2x (5) Rotten Applebaum
# 2x (5) Sunreaver Warmage
# 1x (5) Zilliax
# 2x (6) Blizzard
# 1x (7) Astromancer
# 2x (7) Flamestrike
# 1x (7) Jan'alai, the Dragonhawk
# 1x (8) Power of Creation
# 2x (12) Mountain Giant
#
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#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
to play this deck in wild, what changes could I make?
What I've made out of it so far:
- Removed one Arcane Intellect. Your hand is full most of the time, so two of those is an overkill.
- Added one Arcane Explosion and one Celestial Emissary. Great for board clear agains aggro until you get to play Flamestrike and Blizzard.
- Removed both Arcane Keysmith. I just don't feel the card.
- Added Mossy Horror. Again, great board control vs Token Druids.
A lot of times win depends on finding the right moment to put your Mountain Giant in battlefield. Jan'alai, the Dragonhawk might be slow sometimes, but often gives you that final push in the late game.
Having fun with the deck so far.
For all who still struggles against token aggro decks after 2.1 change - here is my variation of Inquixty deck:
-2 Daring Fire-Eater (for me 3 dmg for 3 mana is much slower than Frostbolt, also Spirit of the Dragonhawk is huge losing of tempo - 2 mana just for setup it - and can't deal with a full developed board especially vs locks)
-1 Jan'alai, the Dragonhawk (if there is no Fire-Eaters - there is no point of playing him)
-1 Rotten Applebaum or -1 Arcane Keysmith (Applebaum can fit better vs aggro, but i just like mage secrets so much)
-1 Arcane Intellect (Not a best draw card, 1 copy is enough for refuelling)
-1 Astromancer (We will not have much cards in hand if will constantly play hard defence)
+2 Frostbolt (Just amazing cards to deal with Knife Jugglers, or 2 mana 2/3 shammy murloc, Stalladris etc, especially vs 1 turn coin drop. Fire-Eater cost 3 mana to use and one turn skip before clearing will give much favour to your aggro opponent)
+1 Arcane Explosion (Without that card 4 turn wisp spamming is an auto lose for us. Also there 2 +spell damage cards so Arcane Explosion will not be a dead card versus another opponents)
+1 Bloodmage Thalnos (Mostly served as a card draw, remember that there is only one copy of Arcane intellect, but can be paired well with any of our spells)
+1 Mossy Horror (Hard counter to 8 mana 5 2/2 treants, any zoolock minions, murlocs etc. 7 health helping Mossy to survive till next turn, where it can be targeted by Conjurer's Calling to solidify our position on board. Just an amazing tech card)
+1 Celestial Emissary (2 mana cost making it a good dmg improvement of any our aoe spell. Even Arcane Explosion will be a serious 4 mana 3 dmg with that card. Included it as an experimental choice and never regreted)
That variation working very good versus zoolocks (5 - 1), token druids (7 - 1), murloc shamans (5 - 0). But lacking of mid-late game options resulting in a worse matchups vs rogues (3 - 4) and mages (1 - 1) especially vs warriors (2 - 3) and hunters (1 - 3) There was 40 testing games at R5-R2, 26 - 14 was scored.
For me that deck feeled like a easy run in aggro meta, so you can test this version too. Will be glad for any feedback.
Thank you for your feedback. I'm on it ! Between rank 2-1 I'm facing lots of aggro decks. If these changes works well , I'll update the deck.
I would totally keep Applebaum, as it can be the difference between life and death vs hunters.
Works really good for me, thanks for update - gl hf!
Can you give some direction for what secrets you're looking for? Mostly the 8 armor one? I wasn't able to find the keysmith playable in my version and I find it intriguing that you added 2. Thank you!
Mostly Counterspell for Brawl , Token buffs , Rogue spells. Sometimes Ice Barrier , Vaporize vs aggro. These are very situational. Spellbender is good agaisnt Rogue and Warrior too.
I don't think you can afford to run 2 arcane intellect. They are too slow.
Actually they are core cards in this deck. You can afford because the deck is more like control.
See aschivogel's comment at the top. He has several points. The problem with the deck is keeping up tempo vs minion spammers, even with big AoE cards, and you have enough card draw as it is. What you need are more ways to control big boards, without depending on hard to get combos like blizzard + doomsayer.
why i have winrate 50% 16 rank
Could you share some of your replays ? So i can help you with your playstyle.
That would be great! I simply do not have much experience in controlling decks, but you, I suppose, have something and could suggest something to me.
https://hsreplay.net/replay/vzNWy6sJyyhLrwpJyfQsvB
https://hsreplay.net/replay/UteLgJ4yNN3atoFrrXH273
https://hsreplay.net/replay/ASnuTMtQKvQ42jrJs4RgmY
https://hsreplay.net/replay/CbXWcyxnxmd3JoD472MyuW
https://hsreplay.net/replay/Pu25maC47vhEkUKYCTG6Z4
It seems only problem was you didnt play your Power of Creation. First time you hit turn 8 it was a good time to use this. Also if you have had Conjurers Calling in your hand when you play Mountain Giant , it was probably win. All of the links are the same match.
Thanks! Try again other links.
Vs Paladin : while he has only twilight drake on his board you should use Power of Creation. Also turn 11 was a perfect time to use Flamestrike. And its risky to select Counterspell from Arcane Keysmith while he has Coin.
Vs Mage : You dont need to play that aggresively agaisnt mage. She is more control based too. You have wasted Polymorph. Also you couldn't play Mountain Giant early because of coin + messenger raven turn. Coin + Messenger Raven or Pyromaniac is useful agaisnt aggro but not here especially agaisnt empty board vs control.
The other aggro matches seems unwinnable. If you are facing a lot aggro you should cut Arcane Keysmiths and add Doomsayer , Frost Nova package.
I added 2 more replays a couple of minutes ago , two of them vs aggro , check them if you want :)