[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)
- fk1995
- Registered User
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- 5
- 21
- 31
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
101
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
Somebody tested this deck in DoD? How actual is it now?
So far 3-16(basicly just played my way from almost 5 down to 9). Looks like it's pretty outdated and heavily relying on luck. First you need to draw the combos. Then the combos need to hit the right targets or give you the right spells. You got 4 minions(2 golems and flamewakers) as only halfway reliable way to finish the game...if they are taken out(or you don't pull at least 2 within your first 10 cards) you are dead. It snowballs like crazy...when you have the conditions on the board...but it snowballs just the other way round as well if you do not get your combos and/or have no other luck in time. Stargazer Luna pretty much stands for this deck...it can be a great card(if she gives you the right spells) or completely useless(if her first card is a high mana golem or some other card that you can't use or is too risky to play).
The issue of this deck is obvious: You got to wait so you can use the flamewakers or mana cyclone(and the mana cyclone is already a 2 card combo. Guess how often you get those 2 cards. I think I managed that in like 5 of the games). When you can really start, the opponent already got you at half HP and a full board...or got some nasty taunts(big priest). You then rely mostly on your flamewakers or that you get some great spells(in all those games I got 1 torch. 2 blizzard and 0 fireballs. That's about that.). You can't throw out your golems as long as your quest ain't done cause you got almost no minions so the enemy got all his board clears, sheep etc. just for those. If you want to make any damage with them at all you need the quest(and even if you have both and the quest you will likely not do more than those 16 damage with them).
If your flamewakers don't clear the board, you are toast(cause you got nothing to defend you but some single target freeze). If they clear the board they likely didn't do enough damage to the enemy hero so your golems can't finish him. Your flamewakers likely won't survive more than 1 round on board either.
And when you think it can't get worse than I can tell you that with this deck you'r gonna run into fatigue, have to play around burning your own cards and rope(cause flamewakers need a lot of time when you start bursting around round 10). On top of it it's basicly a free win for the most common top tier big priest. No matter which tech card out there your opponent plays: About all of them screw you.
From my experience: Hands off. If you make this work then you should better play lottery.
Hey, thanks for the deck! I've been having fun with it and I still feel like I'm learning something almost every game.
Has anyone considered/tested putting in one Echo of Medivh? How about one Conjurer's Calling?
Very nice deck! I just had an incredible game where I killed in one turn a Warlock with a full board, full health + armor and double Voidlord :D Here's the replay! https://hsreplay.net/replay/mprdpcCc5ss4Eu9uV5XfsJ
Thank you very much for this deck. I never felt that much joy playing a mage deck since classic freeze mage. Its really a miracle how sometimes just one card draw can turn the whole game around. Played 10 games, 9-1 so far. Thanks
No matter what I try, I mostly lose to Odd Paladins. Any advice for how to defeat them? I am stuck at Rank 2 because of them.
Mulligun for flamewaker and apprentice/cyclone.
Pull all AOE spells you see from RNG and try to clean the board on turn 4 (if you have the coin) or turn 5 (if you go first)
Odd Pally has very few removals so once you have the board they're almost dead.
Also try to keep shooting stars and arcane missles if you have them.
I mulligan hard for them, as I grasped the idea behind this deck. However, Never Surrender! is a problem that I can't deal with. That's why I lose most of the time.
If I may add, Mirror Image is often a game-winner against Odd Paladin, if paired with Flamewaker: as long as you can add some freeze, and/or if you the board is not already overwhelmed with dudes, mirror image will often save your flamewaker for one turn, which means the next turn you can nuke their board, and turn the game in your favor.
Personally, I'd use 2x Mirror Image if Odd Paladin is a recurring opponent.
And btw, Mirror Image is also helpful with Kingsbane Rogue.
I see. Guess I should use 2x Mirror Image rather than one. Thanks a lot, I will try what you suggested.
I've been having a lot of fun with this deck as well as getting a decent winrate (over 60-65% from 5 to 3), my main problems are big priest (mostly because of the taunt that remove one of your minions) and jade druid due to the infinite armor generation...but even when you think you cant beat all that armor....the miracle can happen: https://hsreplay.net/replay/KpK3L3QzBZW9j5bxfmUXhA
Thanks for this deck and congratulations :)
If it's not neccesary to kill BP's minion then don't do it. Try to start your combo early and don't give too much time to BP. If you don't have a good starting hand, then keep drawing until you can't and then play it off.
Any notable counters to this deck, kinda sick of loosing to this deck on pretty much everything. Don't want to spend loads of dust to craft this deck right now....
Tech Card: skulking gesit, dirty rat, Hecklebot (and other card that can discrupt combo)
Good Deck against this deck: Secret Mage (with Potion of Polymorph and Explosive Runes) Jade Druid and Odd Warrior (tons of armor)
Thank you.
I was strictly a standard player. I usually come back every few seasons, dust my cards that have moved to wild and make 2 or 3 top net decks of that seasons and play ladder til about rank 12 MAX before I get bored and leave and then come back and do it all over again.
I got bored of that, and said screw it. I'm sick of dusting my collection every few months and decided to move to wild since all I've been playing lately is vintage magic so it seemed appropiate to transition on hearthstone as well. When it comes to HS and most cards games I enjoy control decks. I saw no top wild decks currently are control so the only other thing I throroughly enjoy playing in HS is discover/burgle mechanic because it's so unique and doesn't exist outside of HS for the most part. After about an hour of researching the current wild meta I stumbled across this wonderful menagerie. For the last time I dusted my collection, crafted this clown fiesta and for the first time since HS was released I hit Play on the Wild Ladder.
I must say at first piloting it was a bit shaky but I was rank 25 in Wild naturally so I wasn't punished for that. At these low ranks often times merely having higher rarity cards will win you a match against someone using only Classic cards with no notable legendaries, no harm no foul, I had an environment to learn how to pilot this deck. Eventually I ran into some others like myself, net decking in the ~20 ranks. Every time I thought "Damn I wish this had a Flamestrike, Arcane Missiles, or a Frost Nova to deal with aggro or zoo." I pull exactly what I need off of Magic Trick or Mana Cyclone. After the first couple times doing that I realized the spirit of this deck is exactly what I enjoy about hearthstone and an itch I can't quite scratch with any other card game.
After a couple days I'm now rank 15 running only this deck and my current streak is 18:1 (95% Win Rate) now I know that'll change once I delve deeper into ladder but I'm having a blast getting there and looking foward to missing an answer through Discover to take that L I probably deserve.
My only loss was to a Warlock that I hadn't learned yet to hold onto cheap spells and got out valued by. Been undefeated since that match.
Notable matches:
Milled the mill rogue before I knew he was a mill rogue.
https://hsreplay.net/replay/AmxScd47k88gqwbKm4RpGc
Triple Arcane Giant + Time Warp
https://hsreplay.net/replay/kzZCi4DYsvumk2GFR6auJZ
Quadruple Giant ready against control warrior.
https://hsreplay.net/replay/vTjJe6g5kH8s3U6swjpWG7
Pulled 2 counter spells off of mana cyclone and completely shut down big priest.
https://hsreplay.net/replay/neuFgtKHjKhNDRvxCFYWMa
My only loss.
https://hsreplay.net/replay/b7AmBUuXGUG5nFLhjwBxuM
Hi LordDusk,
I am glad you enjoy this deck.
I totally agree that "the spirit of this deck is exactly what I enjoy about hearthstone and an itch I can't quite scratch with any other card game." That's also the major reason I play hs today - I played it since naxx and get bored recently before this expansion until I constructed this deck. Laddering becomes fun and creative since then.
I watched several your replays and noticed that you still have some misplays (maybe that's one of your early games with this deck) like dropping apprentice without comboing it with flamewaker or cyclone for no reason, or using the quest spell on turn 1 when facing big priest (you can save it to combo with flamewaker and cyclone as it is a spell too!). I would say you need to have a better understanding / overall strategy of this deck if you want to climb higher like to rank 5, but in the first place, I felt so lucky if this deck brought back the fun of hs to you again. Cheers.
Amazing deck, thanks ever so much!
Amazing deck, thanks for sharing
easiest legend, 20-4, all 4 loses to jade druid. maybe i played it not right vs them. had most fun in hs with this deck :) prove in here
also how about emperor thaurissan in this deck? many times i felt like deck needs it effect while playing quest turn