Khadgar Aggro Mage
- Last updated Apr 24, 2019 (Rise of Shadows)
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Wild
- 24 Minions
- 6 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Khadgar Mage
- Crafting Cost: 9760
- Dust Needed: Loading Collection
- Created: 4/24/2019 (Rise of Shadows)
- Cleversonbraga
- Registered User
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Battle Tag:
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Total Deck Rating
5
Hello, this deck is not exactly unpublished here yet but it's the variation I've seen to be more effective these days and have not appeared on the list of decks here.
I found a suggestion of BlizzardPlzNerf inside the deck of Hajloun, which has been the most used until then, but here I make my considerations on the differences between them:
Hajloun's deck consists of managing the table until you reach the Khadgar + Jan'alai, the Dragonhawk combo or some other big minion + Conjurer's Calling, but in my opinion, the current decks on the target are aggro and too fast (with the exception of warrior) then managing the table until the late game seems like an unfeasible option when, in fact, matches are a race that dominates the table first.
The BlizzardPlzNerf suggestion is more similar to mine, but it still relies heavily on removal and disable mechanics, with Ironbeak Owl and Doomsayer. In my opinion one Doomsayer is not enough to save the game on an aggressive goal like the current meta and at the same time silencing only one big minion or a buffed one will not help you much either.
Which approach I suggest:
- Always try to start the game with a minion at the table, even if it could compromise some mechanics (like playing the Acidic Swamp Ooze with no weapon equipped or Sunfury Protector with no one to get taunt). I do this mainly against hunters and druids.
- Khadgar on turn 2 or 3 is a great bait to receive removals from your opponent and, having Conjurer's Calling in hand as well, is your key to victory, because ...
- If the opponent does not remove Khadgar as soon as he enters the table, the next turn you NEED to use Conjurer's Calling on any minion. ANY. MINION. The goal is not to make giants multiply but to dominate the table.
- Against druids and warlocks always try to muligan the Rabble Bouncer, or Dragonmaw Scorcher or Mossy Horror. The first becomes a virtually free taunt against a table full of small minions (becoming a great target for the laterConjurer's Calling) and the other two are the turning point to clear the entire table.
- Do not be afraid to use Book of Specters, including turn 1 with the coin. You need all your minions on your hand ASAP, especially when you need your dragons.
- Alexstrasza is a versatile minion that almost never comes into play BUT it can save you against hunters and warlocks, as well as prepare the enemy as a target of the giants or any other minion on your table generated by the Conjurer's Calling, as well as being a great target for enemy removals.
In short: your goal is to be as aggro as possible, administering the table only if it is strictly necessary.
I'll try to write more in the future, but for now, that's it. :)
There are some mistakes in your "guide". Or i guess just misunderstandings how this deck plays out.
1) Coining out a book of specters is NEVER a good play on one, because you might have the chance to play the Giant instead on turn 3.
2) While mulligan Rabble Bouncer against Token Druid/Zoolock and maybe Tempo Rogues because of Lackeys the other option come into play way to late to consider mulligan them. You almost always want Book of Specters, Oozes, Witchdocters, MC Techs and Sunfury to protect you early on and trade off their early aggression. Otherwise you lose a lot because of bad mulligans.
3) Playing Khadgaron an empty board is most of the time not a good play, because you gain no tempo or anything. While when you save it for turn 5 with Calling you won almost everytime, because only a few decks can get back on board and they have to kill every minion you play.
I hope i helped you a bit. If you have any further questions about this deck or others (expecially wild decks) dont be afraid to ask.