Rise of Shadows Hand/Khadgar Mage
- Last updated Apr 10, 2019 (Rise of Shadows)
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Wild
- 21 Minions
- 9 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Hand Mage
- Crafting Cost: 16760
- Dust Needed: Loading Collection
- Created: 4/10/2019 (Rise of Shadows)
- Dekori
- Registered User
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Battle Tag:
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Total Deck Rating
3
Hey all!
This is the Khadgar/Hand mage I've been playing so far in Rise of Shadows.
If this picks up some steam I can add a more complete guide, and I'll be making revisions here as I try out new techs/ideas in game.
The basic idea is to use Book of Specters/Archmage Arugal to create early Mountain Giants, and Conjurer's Calling them to overwhelm the opponent. With the smaller amount of AoE and single target removal in the game, most decks so far haven't been able to answer 2-4 Mountain Giants on turn 6.
If they handle the early assault, then you switch into a longer term value/control game.
Notes:
When you Conjurer's Calling a Mountain Giant, it has a 50/50 chance to become either another Mountain Giant or a Grave Horror. This can actually be a great defensive move if you're against aggro, as you can use conjurer's on all the mountain giants to hopefully get a couple big taunt walls.
Jepetto Joybuzz is an MVP in this deck. Most of your minions are more useful for their effects than their stats, so unless he hits Zilliax or Twilight Drake you're pretty happy. Even Twilight Drake isn't terrible, as you have a 1/8-1/10 for 1 mana. You're hoping for him to hit Alexstrasza, Kalecgos, Jan'alai, the Dragonhawk, Sunreaver Warmage, Astromancer or Mountain Giant. If he gets you a mountain giant, you have a 0 cost conjurer's trigger in your hand that you can easily turn into 4-6 giants in one turn.
Definitely looking for feedback. It's an expensive deck, but so far it has been really powerful and a ton of fun.
Nice deck .. def a fun deck, not for climbing .. too slow without a good starting hand
Hey thanks, yeah, I've been playing it at 500 legend and essentially if you're up against control you win, if you're up against any sort of tempo or aggro, you lose. I'm having a hard time finding how mage can handle the early game though.