[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
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- 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] :
I wouldn't craft it just yet. I love the card, but it was most effective with the upgraded hero power. It can be substituted in this deck for another strong card. But it's up to you :)
I run it in this deck and its definitely a win condition, but the list is still changing as the meta settles.
Janalai is a huge win condition especially with Khadgar. Also makes Daring Fire Eaters more worth. But if you dont have much dust , you should wait a few weeks to see meta.
Is it good to run fire-eaters if you don't have Janalai then?
try +1 doomsayer +1 polymorph then but im not sure
Just take Frostbolt instead Daring Fire-Eater its same 3 dmg but for 2 mana and can freeze also and dont waste your hero power, mmm gimme two
I don't play Jana yet as I don't have her, but the fire-eaters are great either way. They give you so much control in the early game. Even later the +2 ping is pretty good.
Would Vargoth have a place in this deck for more value/control?
Hey folks! I hope you guys are well,
I also made a few tweeks, here is my version and the highlights, would welcome constructive feedback & discussion:
- 2 Arcane Intellect : I prefer Pyromaniac
+1 Spirit of the Dragonhawk : it really helps getting Jan'alai, the Dragonhawk ready on time, and clean clean the board if need be with Daring Fire-Eater or not.
+1 Baleful Banker : I like to use it to adapt to what I am up against.... but a backup Khadgar is always nice...
+1 Spellbreaker : well.. silence remains one of the strongest FU ability evar...
+1 Leeroy Jenkins : you charge then Conjurer's Calling it !
I think that's it! :)
Cheers!
[deck]
### Deck de Mago
# Class: Mage
# Format: Standard
# Year of the Dragon
#
# 2x (1) Daring Fire-Eater
# 1x (1) Ray of Frost
# 1x (2) Baleful Banker
# 2x (2) Doomsayer
# 1x (2) Khadgar
# 1x (2) Spirit of the Dragonhawk
# 2x (3) Conjurer's Calling
# 1x (3) Frost Nova
# 1x (3) Pyromaniac
# 2x (4) Polymorph
# 1x (4) Spellbreaker
# 1x (5) Harrison Jones
# 1x (5) Leeroy Jenkins
# 1x (5) Rotten Applebaum
# 2x (5) Sunreaver Warmage
# 2x (6) Blizzard
# 2x (7) Astromancer
# 2x (7) Flamestrike
# 1x (7) Jan'alai, the Dragonhawk
# 1x (8) Power of Creation
# 2x (12) Mountain Giant
#
AAECAc2xAgyvBMsE8gWQB8XzAqf3AqSHA6iHA62HA5aaA5+bA6CbAwlNigHJA+EH7AfD+ALNiQODlgPTmAMA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
[/deck]
I feel like that´s where he shines, from Messenger Raven. It can save you sometimes, but I don´t think that he is good enough to run personally. Let me know how he does if you do decide to add him, though! Would be interested to find out!
What about the Harrison? He is a good 5 drop and gives you draw.
Hey! Wanna thank you for sharing the deck. This deck is fun to play and performing well enough, but as mentioned above have a lack of consistency. I have tried some variations, but got back to your version with just some minor changes:
-1 Astromancer ( such a random effect just doesn't seems good to counting for, so one copy is enough. )
-1 Rotten Applebaum ( Applebaum should work mostly as defence mechanism, but this deck is very vulnerable versus early board development and i see that card as a just-one-more-turn-please. It doesn't make you comeback. There should be more early defence options to get a profit of 5 mana taunt i suppose. Thinking about getting out 2nd copy too. )
1 Acidic Swamp Ooze swapped for Harrison Jones ( just because bomb warriors don't play minions in tempo on 4-5 turn)
+2 Mountain Giant ( I wanna say that Mountain Giant fit incredibly well. Can be played at 4-5 turn to create a huge tempo. Can be "called by conjurer" to make another Mountain Giant or Grave Horror. And i wanna mention that making 2 7/8 taunts from a Giant sure is a game changer. Can break warrior face faster than you will draw any bomb. )
Wanna note how i feel some matchups. Deck game style oriented on clearing the board and doing huge tempo swings. Works perfectly against midrange and bad against board spammers (tried Blast Wave, but its not helped much). Deck performing very well versus any rogues, also seems nearly equal vs mech hunters. Very vulnerable to zoolock and might be vs token druid too (don't have much matchups vs druids yet). Have some struggles against beasthunter and murlocsham. Suddenly was very good vs bomb warriors at first and second day. But now warriors go to control deck with some bombs and its feeling much harder to beat them. Seems like its just impossible to beat them by value (even with Archivist Elysiana). All i can do vs control warrior is just try to mulligan my giant and praying that he will not find any brawls at Power of Creation or Khadgar + Jan'alai, the Dragonhawk turn. Anyway one have to go in pure face aggro, don't see other way to win control warrior. Control shaman can't be overvalued too, but after using 2 of his new AoE cards he just has no answers to double Ragnaros and so on. That is all just my opinion, all data gathered at 10-6 rank.
In the conclusion i wanna mention that for me this deck seems like "neither fish nor fowl". It should change to a more early game oriented tempo version with summoning as a helping instrument and not a win condition (or more greedy if there is some way to overvalue control war). May be it will start a hunt on midrange archetypes in future meta.
Cheers.
These changes have worked very, very well for me. Thanks for posting!
Is there any merit to Mossy Horror to help swing the aggro shaman/druid/warlock matches? Might do well with called by conjurer as well. Maybe instead of Sunreaver Warmage.
Just an idea as I'm browsing the comments. About to try a few games.
Hmm an interesting idea. I'll try this thank you.
Well this idea above is really interesting. I definitely wanna try this card. But i might have to change deck to use Mossy Horror. On 6 turn aggro minions usually have some buffs and more (much more, sigh) than 2 attack. So we should clear board before turn 6 to play Mossy on a "fresh" board. Continuing with Conjurer's Calling at next turn will unleash full potential of that card. Anyway there is Dragon Mage now who works much better vs Control Wars, so its another reason (for me) to change that deck for more anti aggro play. And there is 2 ways to solidify early positions.
First - throw out Jan'alai, the Dragonhawk and got Frostbolts:
-1 Jan'alai, the Dragonhawk, -2 Daring Fire-Eater, - last one Rotten Applebaum, -2 Arcane Intellect, -last one Astromancer, -1 Polymorph
and
+2 Frostbolt, +1 Shooting Star, +1 Bloodmage Thalnos, +2 Pyromaniac, +1 Mossy Horror, +1 Saronite Taskmaster or +1 Hecklebot
Second - using Spirit of the Dragonhawk as mentioned by VadekVonSilverOwl :
- last one Rotten Applebaum, -2 Arcane Intellect, -last one Astromancer, -1 Polymorph
and
+2 Pyromaniac +2 Spirit of the Dragonhawk +1 Mossy Horror
Pyromaniacs are very good tempo drops and usually allows you draw 1 card (can be better with Spirit of the Dragonhawk). They are must have minions i suppose. Also i think Mossy Horror or Hecklebot will be much better than Rotten Applebaum. Arcane Intellect so slow and we can't afford Book of Specters so i prefer to play without them. Frostbolts, Shooting star + Thalnos or 3 dmg hero powers with Dragonhawk spirit also in need. The key is just having smth that can destroy 2 health early minions of druid or lock. Sunreaver Warmage can be played by one copy, but i like it so much cause deck have huge problems with direct dmg.
Well even without Jan'alai deck isnt losing chances versus midrange but got a much better early game (not hero power till turn 5 at least)
Very interesting. The changes you list seem to capitalize on the spell damage perks mage has been handed for tempo. As much as I like Astromancer especially with how many draw engines the mage has available atm, the pulls haven't been fantastic to be honest. I like removing them for ladder business.
I absolutely agree that the weakness of the deck is against token druids (other aggro decks are difficult, but managable - MCT is a good tech choice if you can fit it), but I'm sure everyone is struggling to find a solution. I tried building a book of specters deck, it's posted, but it definitely needs work. The 3 card draw on a minion deck is beautiful, but without the ability to clear before a turn 6 Mossy it's an uphill battle.
The way I see it is there is currently 3 avenues the mage can take right now
Big Spell
Spell Damage
Tempo Mage
And unfortunately the tools are so expensive or conditional on one another that clearing and building threats of our own is proving to be difficult and more like an RNG lottery.
I really like your revisions -- do you have a deck code to try a few?
@trashexpansion Let me help you say that without being a douche...
Hi deck creator! [<---- one "!" is enough]
You need a few more games before you have a reliable win rate. Those 12 games are not quite enough, in my opinion.
Have a nice day!
Fun deck, can do well, but terribly inconsistent due to the mana curve and dead cards in hand half the time. That's probably why the comments are split half & half between people doing well and people getting wrecked. Could do a lot better with some tuning IMO.
There's a lot of 2x that you really don't need, and you're only gonna end up comboing Khadgar with 1 or 2 high cost cards to win (if that's not enough, you've probably lost already), so you can cut some high cost stuff for more early control / tools.
I just made these changes:
-1 Acidic Swamp Ooze (usually only ever need 1 in general)
-2 Conjurer's Calling (out of 15-20 games I never got to use this card, it was always better to play something else or I had to deal with board. Might try tuning back in later if deck is doing well, because this cards potential is good)
-1 Polymorph (same reason as Swamp Ooze, and 4 mana gets kinda awkward when you usually have better plays. Also been facing a lot of wider board decks)
-1 Astromancer (lowers curve and you only need a few cards for late game value, not a lot)
-1 Power of Creation (^)
+2 Frostbolt (lower curve, and just a solid, consistent card for dealing with early threats, or can freeze a big threat and buy you a turn for plays)
+1 Frost Nova (lower curve and more reliable Doomsayer combo)
+2 Ice Barrier (lower curve, buys you 1-2 turns, helps a lot against aggro, usually just play it anytime you don't have a better use for the 3 mana)
+1 Pyromaniac (lower curve, good early game body, synergy with Daring Fire-Eater & Jan'alai, the Dragonhawk , the bit of extra card draw helps balance out the lower curve and helps get to what you need quicker. He shouldn't be needed if you don't draw him, but will be helpful if you do)
Will update with how these changes go later if I remember. There's a couple other directions it can be tuned that I can think of, might try those if needed. This tuning also saves you 820 dust.
Update: Only played 5 ladder games after tuning and went 4/1 (wanted to test other new decks I crafted). Seems like an improvement though, I was 4/12 with the original in Brawliseum. Thanks for the up-votes, hope this helps others as well. I think this deck can be really good and fun, just needs the right optimization for consistency. And I want a deck to work if I spent 8k dust on it lol
I'll try these changes. But i think cutting astromancer , conjurers calling , power of creation will drop vs control win conditions such as Bomb Warrior.
this deck is hot garbage lmfao how do you even get anything to stay on board at all? there is no clear before turn 6 and so few minions that can stick