Meta Breaker Quest Mage - Insane Fun & Competitive
- Last updated Jul 25, 2020 (Pre-Expansion Nerfs)
- Edit
- |
Wild
- 13 Minions
- 17 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Khadgar Mage
- Crafting Cost: 10900
- Dust Needed: Loading Collection
- Created: 7/25/2020 (Pre-Expansion Nerfs)
- Tunaa2030
- Registered User
-
- 1
- 22
- 19
-
Battle Tag:
N/A
-
Region:
N/A
-
Total Deck Rating
17
Link:
BBCode:
Export to
Hi everyone! I am trying to build a solid quest mage for some time and it is shame that I found it right before the Scholomance expansion. I climbed to legend really fast. It has around %75 win rate. It is insanely fun and unexpected, but it is really hard to master.
Mulligan
Always keep the quest.
Always mulligan for Ancient Mysteries, Questing Explorer, Licensed Adventurer, Sorcerer's Apprentice (If you find it you also keep Mana Cyclone), Astromancer Solarian, Arcane Intellect
- Aggro - Ancient Mysteries and Flame Ward are hard keep but you may also keep Questing Explorer and Licensed Adventurer. Wait for them to play some minions then Flame Ward them easy.
- Warrior - General Mulligan is ok if they are bomb try to finish the quest as soon as possible and draw your cards then keep your hand full to burn bombs. Your hero power will provide the fuel you need.
- Priest - Try to find Counterspell, freeze and make your Conjurer's Calling. Against Soul Mirror, Khadgar on board will create 1+ more minions for him that will not attack. Therefore you will always have 1-2 8mana minions left on board. Try to finish quest fast and always hero power for value.
Tips
- The first rule is never concede - I have created 30+ dmg on board from nothing while freezing enemy board and there is always Walking Fountain chance on conjure to heal.
- Do not use useless cheap spells to create hand space. You always want your hand to be full for cycling random spells, don't afraid to float mana. Only play 3+ mana spells or necessary ones to create hand space.
- Save Mana Giant for Conjurer's Calling if you are not going for a lethal. However, do not save Conjurer's Calling for Mana Giant.
- Sorcerer's Apprentice should be played with Mana Cyclone or Evocation or Chenvaala.
- If you have the coin always keep Chenvaala.
- If you have a reasonable play and you can save Mana Giant and Conjurer's Calling until you draw Khadgar, save it.
- Use Font of Power to find 3x copies of your cards or Apexis Smuggler. Against aggro you can try to find Arcane Flakmage or Magic Dart Frog.
This is the final list I do not think I will update any card, have fun everyone!
do you have a sa update? love to play your deck before sa
This deck is... sooooooooo bad imo. Literally no winconditions... You have to draw the nuts (basically the cheap spells + the payoff cards such as Mana Giant and Chenvaala) and even then, your power plays get answered by like a single boardclear. Random spells are usually pretty useless, the quest is hot garbage. Not to mention Conjurer's Calling being dead 90% of the time since it only has one target in the deck.
Hey hey been playing with the deck and having a blast really!!
Like you said never give up! Won games out of nowhere!
Must have around 80% WR atm. Will update at the reset! Thanks
I am glad you liked it :) Have fun!
0-5 but having some fun. nice work.
I really like this type of deck. I've struggled to find a competitive mage deck that also just feels fun to play, but I definitely think this is getting there.
I've been running a version of this that doesn't use any secrets, instead I have mirror images, sea giants and guardian augmerchants.
In most games, mirror images actually do their job at stopping early face damage while you build up more spells for a big apprentice/cyclone turn. Alternatively, putting down mirror and then a sea giant early on will force removal. And of course, sea giants are great conjurer's calling targets as well!
You may like this one https://www.hearthpwn.com/decks/1354533-big-spells-dragoncaller-alanna-mage it's very fun to play with tons of random minions and spells
This feels like it ought to be good but it’s fairly bad. The hero power promises much and delivers little. Lost 6 or 7 straight games at legend. Never had a chance. Never a board clear or freeze when you need one. Good luck getting to the late game vs demon hunter, or even surviving past turn 5.
0-3
It is hard to play well with this deck may be unlucky hard to tell, did you check the tips section?
I play a version of this, mana giant + conjurer's is the nuts. This is a variant of 'small spell mage' and right now the most predominant version is running 54% on hsreplay, which isn't bad for a deck that was mid-40s about a week ago. Most small spell mages don't run the quest, but the value is really high IMO. Fun deck!
Cheers enjoy it!