Triple Quest Mage
- Last updated Feb 1, 2020 (GA Week 2)
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Wild
- 17 Minions
- 13 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Quest Mage
- Crafting Cost: 6780
- Dust Needed: Loading Collection
- Created: 2/1/2020 (GA Week 2)
- FunkiMonki
- Registered User
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Total Deck Rating
4283
This was the deck I played to climb legend on the last day of the season:
General Strategy:
This is a midrange style deck that focuses on random card generation to help out throughout the game while being able to drop huge late game threats to close out the game. This deck doesn't have too much of an early game because we are playing our Quests or cheap minions like Violet Spellwing, Licensed Adventurer, or Arcane Amplifier so we want to setup our midgame as best as possible. The best midgame plays are with a Mountain Giant on turn 4/5, a Chenvaala on turn 4/5 with cheap spells (ideally with a Sorcerer's Apprentice), or a turn 4/5 Mana Cyclone with cheap spells (ideally with Sorcerer's Apprentice).
Once we get through the midgame, we want to be looking on how to best set up our late game bombs like Animated Avalanche, Mana Giant/Mountain Giant + Conjurer's Calling. Animated Avalanche is an extremely powerful play so sometimes this might mean to play a Arcane Amplifier or plain Mana Cyclone the turn before JUST to set up this minion. Once we get our big minions on the board we can stall our opponents board just like the good ol' Freeze Mage days with Ray of Frost or Blizzard to set up lethal in 2-3 turns.
*tip* Sometimes it is best NOT to play the quest on turn 1. If you have a Mountain Giant going second, you can keep it in hand so you can play the giant on 4. If you have Chenvaala or Mana Cyclone you can use it as a cheap spell for more value in that turn.
*tip 2* I will almost always play Violet Spellwing on 1 if in the mulligan, but after turn 3ish I will save it in hand to drop the turn before another elemental to complete Elemental Allies. a 1/1 minion is irrelevant in the mid-late game but drawing 3 spells is very powerful.
*tip 3* Playing a Chenvaala on 3 is very dangerous unless against Druid since they don't have much removal by turn 3
Mulligan:
Always Keep - Raid the Sky Temple, Elemental Allies, Violet Spellwing, Licensed Adventurer, Mana Cyclone, Sorcerer's Apprentice, Arcane Intellect, Arcane Amplifier
Sometimes Keep - Magic Trick (if you have Mana Cyclone and the coin, or Sorcerer's Apprentice and Mana Cyclone), Ray of Frost (if you have Mana Cyclone, Sorcerer's Apprentice or Chenvaala), Learn Draconic (if you have Sorcerer's Apprentice +Mana Cyclone/Chenvaala), Chenvaala (if you are on the coin or have cheap spells + Sorcerer's Apprentice)
I hope you like this deck and, as always, if you have any questions or have a suggestion please comment below (I respond to all comments)!
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Good Job reaching legend with this deck, if true it's remarkable. The deck seems pretty hopeless in current meta.
Any aggro or high tempo deck will just disintegrate this deck completely. No taunts, no early game, no healing... Considering hunters are 25% of rank 5-legend ladder, you auto-loose 25% of your games. Maybe this destroys druids (40% of ladder), but I doubt it too, since you cant target their big stuff with freeze and only 1 blizzard is present. I will go test, but to me it looks like you must have been extremely lucky to hit legend with this.
Yes, can confirm. This deck is garbage. Looses to control, looses to galakrond rogues, looses to all hunters. And wasn't even close. Won versus some weird non-galakrond shaman only. Raid the skytemple is absolutely useless and with 4 other quests, it can't justify it's spot. Nice try, but in current unfair meta this just doesn't work.
Agree. Fun deck, but too slow...
Agreed, Mage Quest is terrible compared to the others. Druids can literally do nothing for 4 turns ( with their quest ) and have so much synergy it's ridiculous.
I understand that Mages are all about spells but come on, this Class gets shatted on all the time. The new Quest card ( if a new one does come out ) should be all about summoning Elementals as a new Hero power, or possibly a Hero power to increase spell damage to cards in your hand/deck ( but I'd rather have the ability to summon minions ).
Useless rant over.
I think I loge FunkiMonkey
Raid The Sky Temple seens useless
there is something to replace?
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No elemental evocation? That's just a crime... Turn 4 animated avalanche often wins you the game on the spot, and you also have a ton of elemental synergy and mana cyclone synergy.
haha good question! Since we have 2 coins in this deck with Licensed Adventurer I felt like having 2 Elemental Evocation would be redundant and end up with too many dead cards in hand. Coins do the same thing as Elemental Evocation but 1 mana less. However, they are more versatile. We can use coins to discount Mana Giant and work with Chenvaala. Also, Elemental Evocation makes our Elemental Allies worse since we could draw it after completing the sidequest, which means we would have already used 2 elementals and may not have one in hand anymore. With Licensed Adventurer giving us our coin instead of an actual spell we can draw more impactful spells with Elemental Allies.