Flamewaker Mage
- Last updated Apr 23, 2020 (Second DH Nerfs)
- Edit
- |
Wild
- 30 Minions
- Deck Type: Tavern Brawl
- Deck Archetype: Tempo Mage
- Brawl: Battle of Tol Barad
- Crafting Cost: 3640
- Dust Needed: Loading Collection
- Created: 4/22/2020 (Second DH Nerfs)
- AndreiLux
- Registered User
-
- 12
- 42
- 79
-
Battle Tag:
AndreiLux#2734
-
Region:
EU
-
Total Deck Rating
88
Link:
BBCode:
Export to
Mulligan for Flamewaker.
Disgustingly good! I'm 6-0 with this deck and I was never, ever close to be threatened by any opponents. I've even beaten a warrior who at some point had ~35 armor and still ended up destroying him. Just keep your flamewakers/questing/mana addict till you're ready for a big burn damage turn.
Good deck <3 , took my pack from the first game
On the contrary, they killed off 1 or both my mana addicts. I think it was more due to them playing a ladder deck in brawl because they didnt seem to get the twist. But, it helped that I had a bunch of small minions to be able to draw cheap spells. Either way, to each their own.
I won with a Mana Addict and 2 Questing Adventurers. Those tiny minions generated cheap spells to just chain cast and hit for a ton. I even removed the giants because I didnt have them and never drew my Flamewakers. Deck is fine. L2P. =P
You won because the opponent didn't get any spells to kill your minions. It's called luck. Don't be ridiculous. ;) You also have enough cheap minions to generate spells even if you drop a few. You also have to count the lackeys.
It's a good deck but does it really need so many low cost minions? They will only give you 1 cost spells after all. Weak cards like argent squire and mana wyrm doesn't give you much value.
If you can't win early it won't be easy to keep up against a deck with more expensive cards. I played against another mage who got sick spells and could control the game, even if I got him down to 7 health. Had to concede because I ran out of cards. With higher value cards and spells I would have stood a chance.
You don't care about the value with this deck. You need the ability to quickly generate many spells because you try to win early, not to outvalue your opponents. For example, on turn 5 you should have 5-6 spells already and you can generate 2 or 3 more, lets say 1 is unplayable, it's at least 14 damage, you have a board, your spells did something, that's pretty solid position to finish the game next turn. Also since you hard mulligan for Flamewaker, it would be hard to have a board on turns 1-3 consistently without enough 1-drops. Mana Wyrm and Mana Addict can do a lot of damage if left unchecked. This is not really the most extreme curve for this brawl, one of my opponents had at least 6 0-drops. If you want to run Chenvaala in this deck, you'd better cut Questing Adventurer rather than 1-drop.
I'm not saying the deck is bad. It works if you get the cards you need and the opponent doesn't get a good board clear. I tried it again and this time it went really well. I think I just had bad rng the first times. Hard mulligan isn't a guarantee for the cards you want. You could still get only 1 and 2 cost minions until late game if rng is against you, and that's what I was trying to protect myself from, aside from wanting to try something different.
Well, if RNG is against you, you can lose with any deck. I just think slower curve will decrease the winrate, that's it.
This needs Open the Waygate and Arcane Giants.
Not really. Ideally, you want to kill your opponent around turn 6 or 7. Arcane Giant is way too slow for this purpose and will stuck in your hand. Open the Waygate is better, but you'll have one less card in your starting hand and smaller chance to find Flamewaker, so I don't think it's worth it. Maybe even Mana Giant and Questing Adventurer are too greedy for this deck.
I don't agree. In my first 3 games I didn't get any giants on hand, and having 4 ensures that you get them. Since their cost decrease with every spell they will be very useful around turn 5. Your deck in its current state is decimated by a single AoE. You also put too much faith in one card. I had an 8/8 adventurer and a DH totally wrecked it.
Sorry, but I don't think you used this deck as intended if you think I put too much faith in one card that single-handedly wins most of the games and can OTK on turn 6 if you're lucky to have two copies of it. I had some losses against Quest mage and it was never because of AoE, it was because opponents had better early pace, they had Flamewaker and I don't, or they had more spells for it. DH is an amazing matchup.
OTK on turn 6 with Flamewaker? You only need 10-15 spells to do that. I have 4 giants, and Chenvaala and I win all the time. I can even lose one Giant or a boosted adventurer, because there is more juice in my deck. But each to his own. I just don't like decks where you throw your hand on the board and don't have any backup if things go wrong.
6 spells + 2 extra spells from 2x Flamewaker itself is 16*2 = 32 damage. Don't forget I am the one who have a board by this point since I have low cost minions to play and you have 4 giants in hand. I wonder how would you get enough spells to discount them in time. Of course it's a highroll scenario but most of the time even one is enough to win. If you don't like aggro deck, don't try to fix it by destroying the consistency, just play a deck which is intended to be greedy.
I don't keep more than 1 giant during mulligan so why would I have 4 on hand? And why do I need to win fast? I usually have enough cheap minions to play 0 cost giants on turn 7, and even if they cost 4 by turn 5 it's still a bargain for a 8/8 and a free 4 cost spell. I get the point though. It's a matter of if you go full tempo or not.
Also, you seem to forget that the opponent also plays minions and sometimes you might have to remove them, or do you completely ignore their board because you're so confident that you'll get this OTK eventually? If it depends on 2 cards out of 30 you won't get that very often.
Good point, of course you can replace it. I just don't have this card in my collection tbh. Same with Chenvaala, I think it's good option too. What is good about this deck is that basically any card can be replaced as long as you have Flamewaker, Vex Crow and Arcane Anomaly in it and the curve is low. First version was literally all properly stated low cost spell damage minions, 1-drops and Arcane Watcher and even that worked ok.
Why not replace one Cult Sorceror for Solarian?
You can, but it's a Cult Sorceror is much cheaper for essentially the exact same effect. No one's going to craft a legendary for a Tavern Brawl, and even if they did they'd never draw Solarian Prime in time for it to actually matter since this deck is so fast.
OK but just saying the optimal choice is still Solarian and then Sorcerer would be the replacement. But either way not a big deal. Nice deck.