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Spell Madness by AvenJar

  • Last updated Dec 28, 2019 (Descent of Dragons)
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Wild

  • 12 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Mage
  • Crafting Cost: 5400
  • Dust Needed: Loading Collection
  • Created: 12/29/2019 (Descent of Dragons)
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  • Total Deck Rating

    25

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Hi friend!

Are you tired of the current meta? Are you looking for a new deck that will be fun and competitive at the same time? Look no further!

I'm not promising you 100% win rate, but, personally, I had pretty much enjoyable eve today (14-2) moving from rank 5 to 2  with it. Basically, this is Cyclone Mage updated to the new realities of the Descent of Dragons. 

The main idea of this deck is to wreck your opponent's face in three main ways:

  1. Snowball your Questing Adventurer by making the classic miracle moves: Sorcerer's Apprentice combined with a lot of cheap cards + Mana Cyclone + extra draw (Research ProjectArcane Intellect) for even more cards
  2. Smorc via damaging spells.
  3. Random luck - you never know what you'll discover!

I'll comment on my card choices below.

  • Elemental Evocation - the card that makes Mana Cyclone a very good card. Obviously used for tempo plays, but could be played in a combo with Stargazer Luna to draw an additional card or with Questing Adventurer in order to make him bigger
  • Arcane Breath - cheap board clean + spell Discovery. works well with Azure Explorer. Remember, that cards like these, combined with Sorcerer's Apprentice and Azure Explorer, become 0 mana deal *4* damage AND discover a spell.
  • Magic Trick - a pretty obvious choice for making our combos.
  • Ray of Frost - oh, how good is this card! Board control, 2 cards for combo moves. Definitely a keeper!
  • Frostbolt - cheap face damage, board clear and control. Could work in a combination with Ray of Frost, but I prefer to go face with it when I have something nice on the board.
  • Mana Cyclone - one of the key cards here. Also remember, that after its Battlecry, if you have Sorcerer's Apprentice, you may use something even at zero mana.
  • Research Project - 2 mana take 2 cards. Yes, your opponent also receives 2 cards, but given the purpose of this deck, you need to have your cards as fast as possible in order to make deadly combos and take advantage.
  • Sorcerer's Apprentice - key card here, nothing to say
  • Arcane Intellect - classic is classic, serves the same purpose as Research Project
  • Cinderstorm - works well against aggro, works even better if you need some damage in a face. Based on my experience, used mostly when empowered with Spell Damage +
  • Questing Adventurer - missing Miracle Rogue? We have ol' good Adventurer here! Key card, it made this deck a beast for me. Use wisely, tho: if you have a chance to protect it with a Secret, Taunt etc., better use it instead of something else. And obviously, NEVER play it turn 2 with a coin, or turn 3 if your opponent is likely to remove it easily. You need to rock'n'roll this card, so better draw some cards first and gain mana.
  • Stargazer Luna - powerful draw tool. However, and unlike Questing Adventurer, you can drop it turn 3 if there are no other options. If your opponent has no response to it - good, you just received a chance to draw a lot of cards and, maybe, combine it with Sorcerer's Apprentice and Mana Cyclone. If your opponent kills it - ok, your Questing Adventurer just got a bigger chance to survive. This deck has other tools to draw (including cards from the Discover effect), so not a big deal to lose it. Basically, powerful turn 3 drop.
  • Azure Explorer - this card gives you: Spell Damage +2, triggers the effects of Arcane Breath and Malygos, Aspect of Magic, 2/3 body and a dragon for a possible tempo play. The perfect choice here.
  • Fireball - ol' good "Hit-His-Face" and big threat removal. Try to keep it for their faces, tho, and clear with something else.
  • Cobalt Spellkin - I was looking for a card to complement my deck, and this card is exactly what you need in mid/late game. Along with the fact that it triggers the effects of Arcane Breath and Malygos, Aspect of Magic, it also gives you two 1 mana spells, which is the perfect cost for our deck. Almost every 1 mana Mage Spell works great here.
  • Malygos, the Aspect of Magic - it could sound stupid, but this isn't the most important card here and. therefore, can be replaced. On the one hand, it triggers Arcane Breath effect while able to provide you with a powerful finisher, board clear, or utility. On the other hand, the cost of this card is not allowing you to make long combos the same turn, which is vital in mid-game. Still, I believe it gives more benefits here, so I recommend this card.

Upvote if you liked this deck, and feel free to comment and bring suggestions. If it will receive at least 10 upvotes, I'll add the Mulligan section and general Game Tips.