+1
Favorite this Deck

Miracle RNG Mage

  • Last updated Apr 28, 2019 (Rise of Shadows)
  • Edit
  • |

Wild

  • 13 Minions
  • 17 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Burn Mage
  • Crafting Cost: 5780
  • Dust Needed: Loading Collection
  • Created: 4/28/2019 (Rise of Shadows)
View in Deck Builder
  • Battle Tag:

    jowlzaah#6454

  • Region:

    US

  • Total Deck Rating

    19

View 2 other Decks by CallMePriestOnly
BBCode:
Export to

Deck idea originated from Kharagor - https://www.hearthpwn.com/decks/1259510-miracle-mage-ros - Made a few adjustments to better suit the meta.

This is honestly my favourite deck currently, it is so much fun and it can actually pull of wins from silly situations, although is not a Tier 1 deck.

The idea is to stack up hand with low cost spells, play Questing Adventurer with Sorcerer's Apprentice spam your spells and profit from cards such as Elemental Evocation and Mana Cyclone to re-fill and put even more stacks on your Questing Adventurer while also throwing freezes and burn at your opponent, you typically win if they cannot clear off your questing almost every time, if you have 2x Sorcerer's Apprentice alongside with this, its GG (see my replay below for an example).

You have 2x Mountain Giant which good because you'll always have a full or near full hand, this usually comes out turn 4 for 3 mana if you've picked this up in the Mulligan (which gives you the option to combo with a Ray of Frost if there is already a threat but this is just a big threat that can bait out the removal before you do the combo, if the Giant sticks turn 4 and you have the combo pieces for turn 5, unless its Warrior it's probably worth to go in with your first combo, this card is also good if you pick up Conjurer's Calling from a discover or RNG especially in Control Match-Ups.

Banana Buffoon is a good minion for the 1 cost spell(s) for the Combo, Gadgetzan, Antonidas and to stack up hand to discount giant and just good in general to get on the board, you can even buff this up on turns after 3 for better trades.

Archmage Antonidas is extremely good for finishing or storing fireballs for burn, especially good in Nomi match-ups if you can save enough Fireball (essential to have atleast 3 in hand) and Frost Nova and other burn cards they should die from fatigue, if you leave up their auctioneer and pyros etc this usually gives them an ultimatum to use Nomi without it's full value or hope you play a minion so they can trade and get full value, most of the time its the latter, but Archmage Antonidas is good for keeping pressure on board and as a late game win condition if needed.

Although the deck is prone to silence (which is hardly played at the moment) and removal if you play out your threats appropriately to jebait some removal tools before you do the combo.

The Basic Combo

You can do the big boy Questing Adventurer combos twice if you use your resources wisely, if you have a questing live on the board and if you hold any of the remaining combo cards below then that you can be very close to lethal.

5 Mana (Tempo Variant)

(Generally okay and a good follow up after a turn 4 Giant on 5 or whenever you think it's safe) you can also freeze using Ray of Frost for free against boards of two or less to avoid the 7 Mana Variant.

Rushed: 1x Questing Adventurer - 1x Sorcerer's Apprentice - A lot of 1 cost spells (Ray of Frost is awesome because of the Twin Spell effect, the Bananas are also good here too 

Optimal: 1x Questing Adventurer - 1x Sorcerer's Apprentice   - Spells to stack Questing - 1x Elemental Evocation - 1x Mana Cyclone - Spam Spells for more stacks

7 Mana Combo (Full Board Freeze Variant)

Extremely good against board dominant decks such as Token Druid and Zoo Warlock, it can be anytime as long as you have all the combo pieces to go big and freeze their board, 

Rushed: 1x Questing Adventurer - 1x Sorcerer's Apprentice - Frost Nova  - A lot of 1 cost spells (Ray of Frost is awesome because of the Twin Spell effect, the Bananas are also good here too 

Optimal:1x Questing Adventurer - 1x Sorcerer's Apprentice - Frost Nova - Spells to stack Questing Adventurer -  1x Elemental Evocation - 1x Mana Cyclone - Spam Spells for more stacks

You can also do a mixture of these, go all in with 2x Sorcerer's Apprentice for extra discounts and even crazier miracles, ideal if you have a lot of 2 or less spells and a Questing Adventurer already live on board, which in most cases can push lethal if you have refill.

It did struggle when you drew terrible (which honestly rarely happens since you have Magic Trick to discover draw or stall or your matched against Face Rogues with the nuts but it does very well against Token Druid (100% so far), the slow and even some of the mid range decks depending on how the match plays out.

Classes that typically play hard removal currently (Control Warlock, Warrior, Rogue, Shaman) can be quite scary but you can over run them out of answers with Giants, Big Questing and even Discovering a Conjurers Calling for your Giants or Auctioneer and Power of Creation to keep the pressure on, Warrior is definitely the harder class as the Armor gain and removal is aids, you can however overcome them by applying constant pressure.

Aggro classes that don't have hard removal or silences (Zoo, Token Druid and Mid Range Hunter, Murloc Shaman) are usually the more fun match ups i find, mulligan any combo pieces and draw if you can, go off on Turn 5 with Questing/Apprentice combo or Turn 7 with a Questing/Apprentice/Frost Nova so they cannot react, Banana baffoon is also good mulligan choice for that generation of +1/+1. early body and yhe spellsbuffing Questing for free with Apprentice (Swipe/Soul Fire/KC all <5 DMG, your questing will atleast be 8/8 end of that turn), don't be afraid to stall out the game until you have what you need in hand also.

Other match ups

Mech Hunter, pretty even fight, if they get the 8 mana magentic clear then that can be a problem if you have huge minions on board but it's always safe to keep their Mechs frozen when you have strong board presence to avoid the Poisonous Magnetic Mech.

Rogue, pretty difficult if it's the Face variant, too much damage and Sap is extremely problematic against this deck. The Thief (Spectral Cutlass) rouge i find is favored as you can frost bolt face to avoid healing and they don't have too many things to answer with after a while (Sap/Vanish but you can just replay Questing), but if they get off a good espionage with Tak then that can be problematic also.

Summoner Mage, this is usually a good match-up, they play slow, which gives you time to build your hand and only some lists run Voodoo Doll which is the only hard removal they have, if they get early Giant(s) you can stall by freezing until you get the combo, additionally this is the perfect opponent to use Research Project, I like to keep Snap Freeze against other Mages to deal with their Giants early so they don't Conjurer's Calling into the Grave Horror, because Mage currently lacks healing or armour gain and because they can Conjurer's Calling your Questing Adventurer the safest way to play is to do as much damage face as early as possible to finish with Archmage Antonidas and Fireball and any other burn spells you pick up.

Secret Paladin and Secret Hunter, these match ups are quite difficult if they snowball, Paladin is a bit easier because you can stall without too much pressure, but Hunter can be a problem with cards such as Snipe and Freezing Trap which can slow you down and even push you out of the game.

Mech Paladin, this match up is another hard one as they have quite a lot of removal (Equality, Shrink Ray, Consencration, you can usually push through this if you apply enough pressure but if they end up getting a Huge Zilliax or board that you eventually can't deal with then it will push you out of the game.

Token Druid, I haven't lost a match against a Token Druid yet, they seem to lack the removal for all the threats you have in the deck, if by turn 5 they do not have enough board presence and you have the combo, gg (make sure the Questing Adventurer can survive Swipe or Wrath (or a mixture of both depending on the mana, which honestly isn't hard to do). You can go all in on Turn 5, but if you are worried they will buff their board to kill off your threats then you can wait until Turn 7+ to mix in the Combo with Frost Nova to Guarantee the win, this same strategy can be implemented against Zoo, as long as you keep your Questing Adventurer out of Soulfire range which is pretty easy.

 

MULLIGAN

Mulligan usually is the same for both tempo styles as this deck is purely reliant on Miracles and Drawing, early burn/freeze is handy against aggro

Slow Match-Ups: Sorcerer's Apprentice, Arcane Intellect, Mana Cyclone, Mountain Giant Banana Buffoon, Research Project - Mainly draw, giants and the combo pieces for these kinds of match ups.

Aggro Match-Ups: Sorcerer's Apprentice, Arcane Intellect, Mana Cyclone, Banana Buffoon, FrostboltFrost NovaRay of Frost.

It really depends on the particular opponent, but draw is always good likewise with any early burn and minions (Banana Buffoon for the body if it's needed) - I always keep Frostbolt vs Rogues for when i make the push against them, it stops their damage output from Waggle Pick along-side with freezing their board with the likes of Ray of Frost.

 

Replays

Only just installed HSReplay, heres my last couple of games:

Nomi Priest: https://hsreplay.net/replay/MCXrZZdde8zPbEvMUFUMb (Had no answer to turn 4 Giant, felt comfortable playing Questing (because had two in hand) - Coin - Arcane, for stacks and extra draw for the next turn (also make sure not to match the attach with the health of my Giant incase of Mass Hysteria), instantly draw two Apprentices and win the game due to snowball (20+ Attack Questing and a lot of burn).

Tak Thief Rogue: https://hsreplay.net/replay/KHDwAUJrbXRAHdSLxBYD4G (although if they used Conjurers Calling on my Questing Adventurer i would have probably lost) 

I have a few other games recorded locally that went amazingly, some grindy some very quick, but this deck absolutely rolls on a deck without any hard removal/silence or hasn't drawn one by turn 5/6, you can do this combo twice or go all in at once, there is definitely a mixture of win cons and is my new favourite deck currently 6 and 1 since I installed my Deck Tracker but definitely struggles against Face Rogue but does well against Thief - https://imgur.com/a/WDYHI4i