EXODIA MAGE [Post-Nerf Update]
- Last updated Aug 19, 2020 (Scholomance Academy)
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Wild
- 16 Minions
- 13 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Exodia Mage
- Crafting Cost: 9840
- Dust Needed: Loading Collection
- Created: 7/30/2020 (Pre-Expansion Nerfs)
- Rippy
- Registered User
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- 34
- 70
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Freeze Mage has always been the ultimate stall master since HS launch. That archetype fits perfectly with OTK and Combo decks, because delaying aggression is really important in order to survive till you draw all the combo pieces.
What are the Combo pieces this time?
- (2)Sorcerer's Apprentice + (2)Sorcerer's Apprentice + (2)Potion of Illusion
(1)Sorcerer's Apprentice + (1)Sorcerer's Apprentice + (0)Potion of Illusion
= (8) mana total
[At this point you still have the mana to cast a (0)Frost Nova or a (2)Blizzard] - (7)Archmage Antonidas + The Coin + 4x (1)Sorcerer's Apprentice
[You get The Coin from Licensed Adventurer Battlecry] - Infinite (0)Fireball
OR:
- (7)Archmage Antonidas + The Coin + Potion of Illusion
- (2)Sorcerer's Apprentice + (2)Sorcerer's Apprentice + (2)Potion of Illusion ;
And Follow Play (1)Archmage Antonidas + (1)Sorcerer's Apprentice + (1)Sorcerer's Apprentice = (9) mana total - Infinite (0)Fireball
UPDATED Patch 18.0.2
- +2 Depth Charge
- +2 Devolving Missiles
- +1 Sphere of Sapience
- +2 Wand Thief
- +1 Lorekeeper Polkelt
- -2 Lab Partner
- -1 Astromancer Solarian
- -1 Bloodmage Thalnos
- -2 Cram Session
- -2 Starscryer
- Get combo pieces faster with Lorekeeper Polkelt and Sphere of Sapience
- Better early defensive tools as Depth Charge and Devolving Missiles
- Added some more spell flexibility with Wand Thief
Way too slow
sphere of sapience is amazing in this deck. i also really dont understand why you're talking about "skipping" a card. you always draw one card. if you decide draw your regular card, you get it and nothing happens. if you choose to draw another card from your deck, you lose one durability
By skipping he means "will be put at the bottom of the deck".
I undertand his point, during the game you don't necessarily want your combo cards from start to mid game because you would rather have cards that deal with the opponent's board so you would skipp a combo card to try to get one of those.
But that means you are putting your combo piece at the bottom of your deck, hence delaying a lot your combo timing. If you compare that to just trying to draw as much as you can it seems weaker as with drawing you will get stuff to deal with board while still drawing combo pieces.
That's why he thinks he would rather have another card draw.
Anyway, gonna try the deck tonight, and may be give some feedback, it seems fun :)
Did you steal this from Dritchk or the other way around?
Even the descriptions are 1:1 copy/pasted.
may it be that he ate an sandwitch with ham?
Nope, deck was published on 29th July. So he probably copypasted it lol
First game out of the gates I pulled off combo vs hunter. 4 apprentices + frost nova + archmage = unlimited fireballs. He conceded with (I am sure) tears in his eyes!!! NICE JOB.
Sphere of Sapience is doubt for me, skip a card is less strong than drawing a card and you lost a card for play it. The other problem is what do you want to skip? The most useless card that u can draw during game is combo cards, but u cannot skip it, the other cards is averenge good, i think that u must skip 3 cards for became equal to a draw 1 card.
Other doubt is Reno, when u reach 10 u draw almost 20 cards, i dont know how many times is help, need to test, Reno is 30° card
Last note is the number of secrets, play 3 secrets when u play 2 Ancient Mysteries is more consistent.
I will make - 1 Sphere of Sapience +1 Ice Barrier
Anyway GOOD JOB!
You get The Coin from Licensed Adventurer Battlecry, that's why we play the quest here.
This version is probably more reliable: https://www.hearthpwn.com/decks/1354641-maiev-exodia-mage
You use Maiev to phase out Antonidas for a few turns, guaranteeing being able to pop off 2 turns later. It's VERY susceptible to Mindrender Illucia though.
Stupid question or not, but what makes this deck an "exodia" deck...for that matter...what makes the Exodia Paly an "exodia" Paly?
The term comes from Yu-gi-oh card game and consists in a combo of "X" cards. When you play them, you win the game!
Paladin exodia's condition is to play the 4 Knights to destroy the enemy hero, that's why it's known as Exodia.
Thanks for the explanation. I never heard of that game and I always like to learn where terms originate from. I actually have the Paly hero card that puts out the 4 knights, but never knew where the term came from.
As fun as it sounds, you will be dead by turn 6 versus hyper agro hunter, hyper agro DH and weapon rogue. Also, spell shaman will burn your face way before you gather combo pieces. Priest will disrupt your combo and laugh at your face. These decks I mentioned will be all over the place, so believe me, the deck will not work.
I'm not going to completely write off the idea of an OTK deck working in standard but it's much, much harder to survive long enough to combo now than it was 3 years ago when freeze mage was last viable. And on top of that mage doesnt have ice block anymore, one of the main cards that enabled that deck. Mage has decent anti aggro tools but I think this deck is too slow and dies too easily to work.
As another removal tool you can try Devolving Missiles which is also a mage card...
I am pretty sure that priest players like me will auto-include Mindrender Illucia in their decks to counter combo/OTK decks. I also think that there will be a lot priests in the meta. I am eager to play against this deck..
I think the deck looks amazing, it's a super smart combo!
As for card replacements I'd probably suggest cutting the Sphere of Sapience for an extra Flame Ward (Or Ice Barrier depending on the meta.) Running 2 secrets with 2 ancient mysteries just seems a little short. Yes I know you can manipulate putting secrets back in the deck with Sphere of Sapience but there are chances that you draw the secrets before the Sphere of Sapience as well.
Spending a draw on the weapon just does not seem to be worth it unless your win condition is dependent on some cards staying in the deck! We are just looking to cycle through our deck so we get our wincondition!
In a world full of rush, weapons and board clears I just don't see this combo ever working. If you can't do it all in one turn it's pretty damn hopeless. Better of going to wild as usual sadly.
EDIT: Just realized you can get the 4 apprentices cheap enough to make it work, interesting, okay so it's not completely terrible then.
The combo is much more reliable, I think, with Archmage Vargoth and plenty of drawing. Take a look:
https://www.hearthpwn.com/decks/1356081-vargoth-exodia