FitB - PING! Mage
- Last updated Apr 15, 2021 (Forged in the Barrens)
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Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Hero Power Mage
- Crafting Cost: 14880
- Dust Needed: Loading Collection
- Created: 3/23/2021 (Vol'jin Patch)
- Pherosizm
- Registered User
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- 4
- 18
- 124
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Battle Tag:
N/A
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Region:
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Total Deck Rating
141
Just a first idea for a ping mage in the new expansion.
Wildfire is indeed a permanent buff for the remaining game... so sticking a Coldarra Drake and just pinging the following turn could be utterly devastating.
I think there is a lot of juice in this deck, and only lacking potentially card draw. However, as you will be incentivized to ping whenever you can, I think it could still work out.
Inclusion of Acidic Swamp Ooze and Death's Head Cultist for tech against weapons and aggro, but as the meta develops, we may find less need for these.
Two Potion of Illusions might be too greedy as well, so I may drop one for some card draw if necessary.
Will need adjustments after playtesting!
EDIT 1: Thinking Runed Orb might be worthwhile to fill in the gaps and adapt as needed. Cut one ooze and one potion as it might not be required.
EDIT 2: So after actually playtesting this deck, I ran into some problems. Card draw was one, and the other was pressure. I think the deck will probably survive in the meta as an OTK deck, mostly. With Wildfire and Reckless Apprentice alone, you can easily get the requirement to activate Mordresh Fire Eye, but if your opponent survives one of those, you need something more. Fallen Hero and Coldarra Drake are not necessary here.
My thinking is to add more spells, more cycle and essentially try to set up an extra mordresh with Potion of Illusion in the late game.
Didn't get a ton of time to test, especially with the day 1 queue issues, but will need to try this out more to refine it.
EDIT 3: So, back again with another revision. With the recent uprising of face decks since the nerfs, I tried this deck again, but decided it needed to be much more defensive. And to my surprise, I was having fair a bit of success with it. We're using secret synergies to draw, and lots of armor and defensive tools to stay alive while we power up our hero power.
C'thun is being used here as an alternate win condition, because we are drawing quite a bit out of our deck naturally. Plus, if you're able to wipe the opponent's board with Mordresh, there is a good chance the follow up C'thun will take the game.
Will continue to test and see how it fares as the meta adjusts!
Personally think its a REALLY REALLY fun deck to play, losing or winning lol.
Though for some reason I can't put my finger on it-- (I'm most likely playing it incorrectly / still new to it), it's missing something and I'm losing a lot.
It has great clear and enough card draw; but I don't know if I sound sane to say that it lacks board because it's hero power mage, and the point is to utilize the hero power to draw out the 10 mana card.
Is this a good tier deck to play at legend mmr? or is it mainly for fun.
Yogg-Saron is perfect to keep as a backup to save you (Saved me many times + goes well with Solarian Prime), Alexstrasza is amazing with the heal or damage plus potion of illusion, but idk what I'm doing wrong. Guess I need to practice and play more and find out but would love some advice, thanks.
Hey, thanks for the comment.
I honestly think that this deck needs a lot of revising. I haven't had enough time to play with it and make changes myself, but I've seen other people using this deck and trying out lots of other things.
My currently build, which isn't represented here, is more minion heavy and I think it could work out. So you're kind of playing it like the old highlander mage, which has a lot of solid minions, and Mordresh with the hero power buffs are just there to support it.
I believe this deck can be a high tier deck, but it will take some time to flesh out and hopefully it will stay relevant. :)
I love the concept but it is deck vs other control decks and I see only face or tempo. It needs a lot of early game cc. I'm testing it with Spell Dmg as well.
Yeah, there are definitely a few different ways to build and play this deck.
Right now I'm experimenting with a very minion heavy version that uses very few spells and Starscryer to tutor out Wildfire and Potion of Illusion. Also, watchposts... because they are just good.
But I also see that having at least 1 Flamestrike in the deck might be a good idea, too.
Loads of fun so far, having surprising amount of success with this deck :)
I'm glad you're enjoying it!
There is definitely a lot of room for improvement with this, and I've been having mixed results with it. A lot of how it performs as the meta develops will be determined by what every other class is doing and it seems a bit all over the place for now. Which is to be expected.
I feel like this deck is going to be a blast!
No pun intended? Fireblast
;)
I think this deck is going to be a lot of fun. I built one like this and cut a Runed Orb and Wand Thief x2 in favor of 2x Conjure Mana Biscuit and a Youthful Brewmaster, I guess we'll see how fast the meta is.
Oh, definitely. I think I'm just being overly cautious because right now in the meta you need some defense to survive against rogue, but maybe it won't be as bad... or maybe it will be worse. We'll see!
I definitely like the idea of more bounce and an OTK setup as well, and I may adjust my list later on to include biscuits for some of that, too. :)
I think that's part of the fun of day 1 experimenting though. Not having decks that have been refined to perfection over months of playing and seeing what works.
I was thinking something like that but maybe trying to fit there 1 or maybe x2 ??? Youthful Brewmaster and definately 2x Conjure Mana Biscuit. Brewmaster is sick imo in a deck like that especially in conjuction with mana biscuit. Alot of powerfull battlecries in this deck.Most definately brewmaster will hit something good and best case senario will give you wins on spot if it hits a Mordresh Fire Eye + Conjure Mana Biscuit.
Hell i was even considering cthun for the very same reason
Hey, thanks for the comment. I like where your head is at. It's going to be hard to fit all of them in here, but it could be done if we take out some of the survival tools.
If the meta shakes out and becomes slower than it has been, it might be worthwhile. :)
Hmm, is there a way to squeeze in Refreshing Spring Water and mana biscuits? Every spell drawn would be a perfect time for a Flame On, Runed Orb, or stored for later burst with biscuit.
I suppose any further changes would include cutting the Wand Thiefs, since I believe they are more of a comfort pick, rather than a necessary piece.
In fact, Conjure Mana Biscuit on turn 2, into Firebrand + Mana Biscuit + Wildfire on turn 3 would be a pretty cute way to fight for board and set up your hero power buff.
As for Refreshing Spring Water, I feel like there aren't enough spells to reliably make it work, but it certainly could! As mentioned, I think there will be a lot of time to make changes after getting a chance to test drive this deck.
Nice deck bro! Why don't u cut Potion of Illusion for some card draw?
I'm definitely considering cutting one of them, but I'm still not sure that pure card draw will be necessary.
But perhaps Runed Orb will be able to help fill in the gaps by replacing itself. And it could find Arcane Intellect or Refreshing Spring Water as well.
Thanks for the comment.
What about a small secret package? 2x Arcanologist/Rider, 2x Ice Barrier and 2x Rigged Fair Game, checks card draw and survival. You can easily swap Death's Head, Ooze and Firebrand for them (Firebrand has too little cheap spells to work with here). Also Runed Orb is way better than Wand Thief, removal + Discover spell? NUTS.
Hey, thanks for the comment.
Excellent points on all here. I could definitely see those working instead.
I feel like this deck is going to play on a fine line between having board control and not, and it's going to take some testing to see how well it will work. I'm afraid the secrets might put you too far behind to catch up. And I like Firebrand for that very reason, you could potentially freeze or devolve alongside Firebrand to take back tempo after playing something like Wildfire.
I might just swap Wand Thief for Runed Orb, though, so we have another spell activator or small removal.