Library Miracle Mage
- Last updated May 27, 2019 (RoS Rogue Nerfs)
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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)
- RavenSunHP
- Registered User
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- 11
- 36
- 204
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Battle Tag:
N/A
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Region:
EU
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Total Deck Rating
302
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
- Always keep the Quest, and mulligan mainly for Miracle minions: Sorcerer's Apprentice above all, and then Flamewaker (Aggro), Stargazer Luna (Control/Combo).
- Secondarily, Babbling Book, is also ok.
- Other spells may be ok to keep if you already secured a Miracle minion.
- Always mulligan away Archmage Vargoth and Arcane Giant, Ice Lance, Tome of Intellect, Research Project, Icicle.
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:
- -1x Archmage Vargoth, +1x Shooting Star
- [OPTIONAL] -1xResearch Project, +1x Icicle.
Great deck. Been having good luck with it, just by following your tips and mulligan guide. Thanks!
Cheers man, i'm glad i could help with some fun.
Way too much spell generation, and way too little card draw. Freeze exodia quest is better, but even that deck is made redundant by exodia mage.
Sorry, but no. If you actually tried the deck you would see the difference. This deck has nothing to do with Exodia, in the same way Miracle Rogue has nothing to do with Malygos Rogue.
This is a Miracle deck, and it's typically faster than any Exodia deck.
Ofc, it's not entirely better, but neither entirely worse, reason being it's just a different archetype.
This deck is good as fuck thank you man. I can finally enjoy this game again after 1 year of boring playing. You just saved my life bro!!
Hahaha great! Welcome back man.
Sweet deck! You said Icicle and Mirror Image were tech choices, what substitutions could you use for them?
Pretty much any other small spell, according to the meta. If you are facing a Aggro-heavy meta, even 2x Mirror Image.
The current combination is a balanced one for an average meta.
what about Banana Buffoon? isnt it much easier to get the quest going?
and i dont quite get the combo... sure.. u have 2 truns but how do u kill him?
Not really.
I used to have a Buffon, but truth is its setup is too slow for what this deck tries to achieve (similarly to a Mana Cyclone out of its Elemental combo): by turn-3 you typically want to be casting some generated spells already, especially against Aggro.
Miracle turns with Sorcerer's Apprentice are such that you have no problems at all at completing the Quest efficiently and quickly.
Your priorities here are surviving Aggro, and collecting enough pieces for a lethal burst.
There is no specific Combo: this is NOT an OTK deck.
This is a Miracle deck, and the wincondition is undefined: you build it along the way, preparing an additional final burst that typically (but not necessarily) happens with Time Warp.
PS: generated spells sometimes contribute to lethal, but the deck contains already humongous amounts of burst damage: you just need to play them conveniently.
PPS: Sorcerer's Apprentice reduces the cost of most spells in this deck to (0), which is free cast. This is the most important thing of this deck, however subtle. If you gather enough of them (or you discover them), and you add Flamewaker (and/or Stargazer Luna) the burst can seal the game on its own.
Ofc, this is not an autopilot deck. It requires some training with it, to understand fully what you can do.
played only one game yet, won but insane lucky! with the Time Warp
but its a kind of combo or? you safe some cards and wait for the best moment... how do i deside, when i use a card like an Apprentice and whens better to safe it for later?
but the reason why i ask that much is coz the deck is super amazing :D love it
You got the point. Your question here is THE question of this deck.
Unfortunately, the answer depends on your foresight about what the opponent is trying to do. That's why i am saying it is not an autopilot.
Anyway, the deck is built to favor Miracle turns: it's much more than luck: it's taking a series of optimal decisions, that lead you to a surprising victory. ;)
In a good number of my victories, i find myself holding much more damage than what is actually necessary. But in some others spotting lethal is not easy, even when you do have it in hand.
It is a Combo deck, just not OTK. So the Combo is variable. And i'm glad you like it. :)
what about a zoo mech mage with a mimiron combo? :D
Mimiron is an old option of TTK Mage, which is definitely improved by the new spells,, but i am not sure it would fit the Miracle archetype:
Mainly because Spare Parts from Mechs are efficiently generated, but they are nearly useless for survival purposes. On the other hand, you need those Mechs to die in order to unlock the Spare Parts, so you need additional Mechs for Mimiron. At that point, you risk the reliability of Miracles, because you should remove a relevant part of the Miracle engine, to replace with Mechs.
the deck is so had :/ or i am incredibly unlucky...
i replaced the Icicle with a Mana Cyclone that cant make that much difference...
Unluck happens. But this deck IS hard to play.
This deck is meant to be played by those who enjoy a inherent variety (because of the generated spells) in their climb in Ranked mode.
I do not recommend this deck if your main purpose is ranking up with a straightforward gameplay and winrate.
O wow this seems fun! Always been quite the Combo deck player. Just destroyed a Big Priest with this deck who had a turn 4 barnes. So that also helps contribute to the good feeling! ;)