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Quest Mage March-April 2020

  • Last updated Mar 27, 2020 (Kael'thas Patch)

Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Arena
  • Deck Archetype: Quest Mage
  • Crafting Cost: 6940
  • Created: 3/28/2020 (Kael'thas Patch)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    10

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The Goal of this deck is to outproduce your opponent. Generating many spells through Mana Cyclone and completing your quests is the way outproduce them. You also out-number your enemy by playing vex crow and filling up the board with many 2 cost minions which are difficult to stop  early game.  ArchMage Thalanos should give you plenty of fireballs to just win the game by generating many low cost spells generating fireballs and then nonstop fireballs until he dies.

TIPS: Try to keep questing mulligan in the deck she is the best to play on second turn while you save up to 3-4-5 mana to start using other small spells with a minion that works with those spells. Do not play a lot of spells in 1 turn unless you have mana cyclone, Vex crow,  Dune Sculptor, or Arch Mage Thalanos. Freezing minions works well to delay killing the minions until you kill them. You have to play the small cards as support cards to other cards. You can do your combos in this deck with sorcerer's apprentice as an aid to reduce spell cost.

 

Cards to swap and similar decks: Frost Nova works great with this deck, it can be added in to by time until you get more spells. Also arcane intellect works somewhat well.  Chenvaala  can be swapped with frost nova or another secret. More secrets can be added if you want to customize a little more. However, many of the secrets are generated randomly, as well as other spells. So, adding too many 3 cost secrets is not a good idea. Tome of intellect can be added in budget decks to replace a more expensive card. Elemental evocation is good in this deck with mana cyclone but I decided not to add it after testing this deck for a long time. Flame ward is the strongest secret in standard vs all aggro decks, but doesn't do as much vs control decks. Use flame wards and your own combination of spells to destroy minions and outproduce outlast the kill with strong spells later and fireballs if you even need them, because you won't always.

 

Strengths: Generates a ton of tempo cards strong ability and versatile. Can kill enemy early game or late game. Randomly generates more secrets and frost spells that slows enemy down a lot. After the quest is complete you generate a random spell which is much stronger than any hero power. It is easy to  fill up the board with random minions and spells and just hammer them with so many options and power.

Weaknesses: Mage has no life steal just the armor secret Ice barrier. There is 1 in the deck but you might generate more ice barriers or vaporize.  If you get behind vs some types of aggro hunters or warlocks, then it can be difficult because sometimes you are ahead  in value but your hero has low health then dies soon.  Moreover, sometimes you get bad luck in random cards.

 

Conclusion: with a new expansion coming out soon in April this deck will be similar but may have to be modified.  I tried to perfect this deck but its difficult and it depends on what you are playing against to see if it counters  the most played other  decks, just like other decks try to. I may update it after the expansion is out if this post generates enough interest and views.