+22
Favorite this Deck

Library Miracle Mage

  • Last updated May 27, 2019 (Rise of Shadows)
  • Edit
  • |

Wild

  • 9 Minions
  • 21 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Mage
  • Crafting Cost: 5680
  • Dust Needed: Loading Collection
  • Created: 4/30/2019 (Rise of Shadows)
View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    EU

  • Total Deck Rating

    301

View 19 other Decks by RavenSunHP
BBCode:
Export to

Greetings! Fellow Seeker of the Arcane

 

Thanks to the introduction of Ray of Frost and Magic Trick, Open the Waygate is an absolute blast to play! Either for OTK/Exodia, or in a Miracle build, as this one, reminiscent of old Miracle Rogue, but more powerful.

Discover spells, play them efficiently and build up damage until you unlock lethal: each game will feel different, while your strategy will be surprisingly consistent and effective.

This is my own version of it. Yes, WITHOUT Mana Cyclone. Why? See below.


 

From the Library of Dalaran: Babbling Book, Tome of Intellect

The other versions of Miracle Mage make use of Mana Cyclone and Elemental Evocation. Obviously, the Combo is insanely powerful. HOWEVER, whenever you can't discount the Cyclone, the card overlaps with flamewaker. In other words, without discount, in your average midgame turn, you have to decide whether you need more spells, or more damage. I tried to find a way out of that with the Library Package.

> Babbling Book and Tome of Intellect do not require Combo to trigger (unlike Mana Cyclone), while being equally synergic with Sorcerer's Apprentice, Flamewaker, Stargazer Luna.

Moreover, Books and Tomes are good as a topdeck as well.

So you can basically build random spells whenever you need, while not disrupting your Miracles.

AND the flavour of discovering and finding more spells through books and thinking of the best way to play them feels always very Mage-like and SATISFYING.

 


Miracle Mage Strategy

As with any Quest Mage decks, this one is HARD to play. It takes good knowledge or foresight of how to delay the game against each specific opponent, and optimising your limited Control resources means gaining a high wr compared to a mediocre one.

In other words, as with any Miracle deck, Miracle Quest Mage is very powerful and rewarding, but also very punishing regarding ill-planned moves.

Miracle turns are when you can combo a series of cheap spells with Sorcerer's Apprentice (many spells become (0) cost), plus either Flamewaker or Stargazer Luna (even both, in later turns!). Miracle turns generate HUGE burst damage and/or card draw.

The typical Miracle turn happens around than turn-6, but you can afford one at turn-5, or go as early as turn-2 with Apprentice alone, if very hard pressured.

In general, you want to hold as many cards as possible for the Miracle turns, while applying the minimum effort for stalling and casting Random spells in the rest of the time.

Even against Aggro, you need fairly strong Miracle turns with Sorcerer's Apprentice and/or Flamewaker in order to turn the tides of the game in your favor.

Time Warp is your most obvious finisher, with Arcane Giants or additional Miracles, but it is possible to seal games without it and Miracle turns only: wincondition is always an open-ended Combo.


 

Mulligan

 

Tips & Tricks

  • Try to hide the quest as long as possible (but don't waste resourcers!), fake being a Control Mage.
  • The Coin counts towards the Quest.
  • Try to save as many cheap spells as possible for Miracle turns where you can drop Sorcerer's Apprentice (and possibly Flamewaker/Stargazer Luna too).
  • NEVER waste Miracle cards like Sorcerer's Apprentice, Flamewaker, Stargazer Luna out of combos. Always plan ahead. You need these cards for the Miracles, and switching the game in your favor.
  • This deck is vulnerable against Aggro, but Flamewaker + various Freeze effects are your main anti-Aggro and stall tools (but you can discover more!): one well-planned Miracle turn can seal the game in your favour, against Aggro.
  • Don't be afraid to use Ice Lance for stall purposes: burst damage is meaningless if you are dead before you can deliver it.
  • Archmage Vargoth + Time Warp generates 2 Extra Turns at turn-9! this means you can actually hope to generate a Miracle turns, even if you do not have all the pieces at hand (you draw more cards during each Extra Turns).
  • Against Aggro, Archmage Vargoth is excellent as soft taunt, and can help you with finishing the Quest faster and/or draw more cards.
  • Polymorph: Boar is there against pesky Big minions and their resurrections (Mal'Ganis, Voidlord, Obsidian Statue, Ragnaros the Firelord), but also against taunts in general. Alternatively, the card can be used on your own minions, for an additional 4-damage burst.

Techs

As you climb up in ranks, the meta will go faster, and you should adjust accordingly: