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[EU TOP 1 LEGEND] Wild Quest Miracle Mage

  • Last updated May 16, 2019 (Rise of Shadows)
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Wild

  • 9 Minions
  • 21 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Mage
  • Crafting Cost: 6320
  • Dust Needed: Loading Collection
  • Created: 4/18/2019 (Rise of Shadows)
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  • fk1995
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  • Total Deck Rating

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Disclaimer: This deck is super FUN and very competitive but HARD to play and relies on some RNG factor (which makes it fun, though).

If you like this deck, or had fun with it, please consider give me some upvote! Thank you!

It has so many ways to win, that you need to make a new strategy almost every game when facing different decks. Thus, it takes at least 10~20 games to gain some experience with this deck if you did not play similar decks before.

Since it got so many upvote I will try to update the writeup a little bit later. Mulligans added, and detailed matchup guideline will be updated soon.

Update:

A Chinese streamer uses this deck to hit #1 Legend in EU server.

General Strategy:

Save your 0/1 cost spells to ~turn 5-6 to combo with apprentice \ cyclone \ flamewaker. Do not waste them. Use giants/flamewakers and time warp to end the game. The quest can be completed usually in turn 6-8 in this deck. Do not hesitate to use it even you are not sure that you can deal enough damage. Just believe that miracles do happen!

Mulligan:

Main idea: Try to keep all minions you see except giants.

First, let's talk about the quest, should we keep it or not?

Vs Aggro-ish (Hunter, rogue, paladin, shaman):

You can mulligan away quest and you want to find flamewaker to clean the board. If vs Paladin, a flamewaker on turn 4/5 almost means your opponents are going to lose as they are not likely to have ANY minions stay on the board from that point. For other aggro deck. if you have flamewaker in your starting hand, you can keep the quest and try to finish it as early as possible (you can drop giants in aggro matchups at 0-3 cost as opponents usualy don't have good removal to deal with them, except maybe shaman)

VS Control-ish (Warlock, Priest, Druid, Mage, Warrior):

If your opponent does not have tons of heal(like warlock and mage), and you have flamewaker, you should consider mulligan away your quest and play aggresively to put them into lethal range as early as possible. Otherwise, finish your quest and save your spells, and before your opponent gets too much armor(Warrior and Druid) you should try to kill them with Open the Gate and giants/flamwakers. You should also keep any card draw spell and luna in these games. Do not play your giants too early in these matchups unless you are very sure that your opponent does not have removal in their hands (say, they could not even kill your flamewaker after you play it)

VS Combo-ish (Darkest Time Warlock, Big Priest, Ice Mage):

Keep your quest and try to win the game with it. Usually these decks don't have many minions on early turns  so be careful when you have a nearly full hand. That being said, you should still keep card draw spells if you have them in your starting hand. If you find that you are holding too many spells, you can use some of them (like playing a mirror image and cast ray of frost on it) to complete your quest and prevent your other cards from being destroyed.

 Mulligan for EVERY CARD:


# 2x (0) Elemental Evocation: Keep if you have cyclone and otherwise don't keep.
# 1x (0) Freezing Potion: Don't keep unless you are facing aggro and you have flamewaker.
# 2x (1) Ice Lance: Don't keep unless you are facing aggro and you have flamewaker and apprentice.
# 2x (1) Magic Trick: Keep if you have apprentice and you need to complete quest quickly. Also keep if you face controlish classes.
# 1x (1) Open the Waygate: Discussed above.
# 2x (1) Ray of Frost: Keep if versus aggro and you have flamewaker.
# 2x (1) Shooting Star: Keep if versus paladin, and rogue.
# 1x (1) Mirrow Image: Keep if versus aggro and flamewaker.
# 2x (2) Frostbolt: Keep if versus rogue and shaman (to deal with 223 on turn 2)
# 2x (2) Mana Cyclone: Always keep, unless you have 2 you can keep only 1 (usualy you need only 1 to complete the quest)
# 2x (2) Primordial Glyph: Keep if versus non-aggro.
# 2x (2) Research Project: Keep versus non-aggro.
# 2x (2) Sorcerer's Apprentice: Always keep unless you have 2, then keep 1.
# 2x (3) Arcane Intellect: Keep if versus control.
# 2x (3) Flamewaker: Always keep, unless you have 2 then keep 1.
# 1x (3) Stargazer Luna: Keep if versus non-aggro, or with apprentice and 0-1 cost spells. She is the life-saver when you only have 1 spell in hand and your quest is at 1/6 at turn 8.
# 2x (12) Arcane Giant: Never keep.

 Some gameplay from me and other users of this deck:

https://hsreplay.net/replay/HsuYBKc5aJUBiKiVwdfBYn

https://hsreplay.net/replay/ZfcyQDtaVLySAFv95bbJKa

https://hsreplay.net/replay/QHKxqeXaQ7NZ3HNYyTwYtj

https://hsreplay.net/replay/KGdqv933HLpPBLmZqoZVPi

https://hsreplay.net/replay/6kpYdmKiDV98CkYMChBHtV

https://hsreplay.net/replay/PdYMotK5e9CmEc2Y8CTdTm