Top 5 Legend Wild Ignite Mage
- Last updated Sep 23, 2021 (Demon Seed Ban)
- Edit
- |
Wild
- 4 Minions
- 26 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Fire Mage
- Crafting Cost: 3120
- Dust Needed: Loading Collection
- Created: 8/6/2021 (United in Stormwind)
- coykins
- Registered User
-
- 5
- 25
- 76
-
Battle Tag:
quakins#1178
-
Region:
US
-
Total Deck Rating
451
I figured this was the most obvious way to build the deck, like mozaki mage but with fire synergy, however looking at the recent iterations of it uploaded to the site it seems that not everyone has caught on. I also do not see a ton of this deck on ladder despite how incredible it has been for me. It's felt waaayyy better than Mozaki in all aspects besides turn time and boasts great matchups into some of the meta's top threats. In fact, the only significant losing matchups in my opinion are secret mage and taxes paladin with a slightly unfavored matchup into shadow priest.
The combo is Sanctum Chandler + Sorcerer's Apprentice + Molten Reflection and then you can play through your entire deck and spam infinite ignites. A 10 mana combo, but we have a myriad of ways to reduce this. Specifically: Hot Streak, Elemental Evocation, Conjure Mana Biscuit, and, to a lesser extent, Incanter's Flow. The goal is to combo on turns 5-7 using only iceblocks and the occasional tactful first flame or ignite to stall until then. It may seem like you need a lot of cards to make that work but anyone who has played any brand of spellslinger mage before knows that your draw power can really pull a lot of weight especially after an incanter's.
An important thing about the deck is that duplicates grant you a lot of flexibility. Only being able to run 1 of Mozaki means that once you use that copy, that's it. If you didn't do enough damage to plow through an odd warrior or druid's armor then too bad, or if he got ratted too bad. This deck just does not lose to dirty rat or Mutanus at all and in fact I never have. You can also save your other copies of your combo pieces to kill a druid over two turns. Your damage is infinite, but the turn timer prevents you from getting a whole lot more than 30 the first time around, especially if you still need to draw through most of your deck. However, the second time around you can easily do 60 or more damage since you will not need to draw through your deck and your ignites will already be sitting at 6-8. Just make sure you have a minion left in deck or you kill your chandler so that you don't fatigue.
Anyways, enjoy. Any feedback is welcome.
Edit: This is a sentiment I've seen a lot unfortunately but the deck is completely playable without animation canceling. I have never exploited the game in this way and only rarely even feel like it would improve my win rate significantly. If your opponent is playing this deck and it's stuck on the rope for ages know it's because the animations take longer to go through for you than for your opponent. So the mage will have completed their turn in the 75 seconds they are afforded and killed you but for you because of some sort of error or perhaps this was intended, you have to wait another minute after. You do not need to cheat to use this deck.
Well, Questlock started SolitHearth, so it's not your fault.
What does this mean
My honest read is that this is a strong deck, it's probably going to get nerfed in the future and won't be viable because there's no real counter play here. And that's the biggest problems I have with this deck, yes, it's strong, but it's boring and relies heavily on RNG. I feel like the only times I lose with this deck is due to RNG, either in drawing poorly, not drawing what you need in time or not having enough turn time (which causes mistakes of over drawing or misplaying cards).
Genuinely, it's an AFK type deck where what you do largely doesn't matter up until you have your combo cards, and you don't even need all of them. But it beats everything in the current meta (that I've encountered anyway), so it is strong, as I said. I just see that no one is talking about how boring and unintuitive it is to play so I thought I'd chime in with that for people looking for something viable in the meta to play but not feel like they're wasting their time just mindlessly grinding to Legend.
I think you may be overestimating it. I also think it is quite strong and even underrated but its performances in the meta do not support that. The recent surge of dirty rat in seedlock really hurts you along with a couple other popular poor matchups like odd hunter, taxes paladin, and shadow priest. The flow nerf also did hurt even if not as much as it hurt decks like mozaki or wanker, which is why a lot of people have migrated to the minion version of this deck (of which I've also built on my profile). The rng thing is mostly combo decks in general
Not sure what you mean by "afk" as this version of the deck is incredibly action intensive. Perhaps you mean solitaire? If so welcome to the wild meta game etc. etc. The deck has been nerf edand it's matchup spread isn't as good as you seem to think like I said. although it has some really great winning matchups and I'm probably about even with the best deck, it's losing matchups that I mentioned are quite prevalent. You also have the potential to fold to any aggro deck that gets a fast enough start. Demon hunter in particular can really highroll you.
Different strokes for different folks, my guy. I enjoy comboing off and apming. Building up for that one slam dunk. Even doing crazy things like assembling lethal on turn 6 against a double mana burn. The explosiveness can be really fun.
Absolutely garbage deck, dont even try this
I mean you can see the rank I hit with the deck right there so evidently it's not garbage.
Pretty cool deck
Is a joke right? This is thr worst mage deck ive ever seen in wild, absolutely useless, you have to draw your entire deck to do something
Thanks!
Thanks for the writeup. I saw this list on hsreplay and have played it a bit. I have lost games to rat/mutanus due to missing my window on turns 5-7, but I agree with your assessment that it's stronger against those cards than mozaki or the luna variant of ignite mage. And maybe I play the deck too greedily anyway.
Any thoughts on the mulligan? I'm looking hard for flow & ancient mysteries but I wonder when to keep minions, if it's worth keeping elemental evo with chandler, etc.
Yeah the things with mutanus in rat are that ever since stormwind people have been playing them much less so I've only really had 7 or so rats played against me and no mutani's in ~200 games. Usually the first rat will whiff and then the second will hit either apprentice or chandler but I'll just have a second. Perhaps I'm just lucky.
My mulligan is very similar. Always keep flow or mysteries no matter what but I'll also always keep AI. The games I lose are more often than not games where my hand gets stuck full of dead end cards like apprentice, mirror, and a bunch of discounters so arcane intellect giving me two random cards rather than mulliganing it and just getting 1 random card is really good in my opinion.
The more situational keeps for me are:
against the most aggressive decks (basically anything as or more aggressive than shadow priest) I will keep ice block as well,
against decks with very specific high priority targets (like cannon, 1/3 in shadow priest, far watch post in any deck that runs it, or like 3 different odd dh minions) I will keep first flame as it usually gives you at least an extra turn or two if you do that especially in the case of dh,
against decks I can mill (other combo mages, seedlock, renopriest, pillager rogue) I will keep research project because in a world where you can mill them with it, it often feels like better AI,
and lastly I've been keeping chandler more just in general but usually always going second because of the extra card. I wasn't doing this for the longest time but I've lost too many games to just clogging my hands with both of my other combo pieces and discounting cards. Chandler is the only one you can actually use before the combo turn just to draw so it's never stuck in your hand. Often, if you have chandler, apprentice, and a hand full of junk you can still go off and just draw into your molten. If you know the matchup will be slow for whatever reason then I would always keep chandler and even springwater.
And my nichest mulligan advice is if you know they're an alignment deck, keep both minions. Apprentice after an allignment turn often wins you the game and if you have both minions you can win even if they tog combo you. Edit: In hindsight this one works for all combo decks besides stuff like glare. Particularly, other mages and pillager rogue
How do you have infinite ignites? What am I missing here?
Apprentice reduces cost, Chandler draws a card when you play a fire spell. If your deck has no spells in it, playing ignite with chandler on board will draw the ignite shuffled into your deck.
I think I am missing something about this deck. I was able to get the combo active on a couple games, and even playing as soon as my turn starts, I was only able to do about half their health in damage before my turn was over. The animation to shuffle and draw is extremely slow and if you draw anything other than an Ignite then it's even slower. You claim that animations aren't an issue so what's the trick?
This can help some https://www.reddit.com/r/BobsTavern/comments/gr7hvr/one_step_to_speed_up_animation_and_boost/
Otherwise, it's just an APM deck. You need to be purposeful about getting your combo going as quickly as possible. Every second counts and the turns will often be tight no matter what.
uh I don't know that there is necessarily a trick. If you have to draw through 20 or more cards it will be very very hard but I've been able to do it relatively consistently (occasionally I do mess up) with no tricks or anything like that. I don't know what else to say besides you gotta be fast. A thing I can think of that definitely helps is trying to get your opponent to 29 health as that will be one whole less ignite required on the combo turn. Make sure you are also actually queuing up your draw spells so that you will draw through your deck a lot faster rather than just playing fire spells. Another thing I've been doing in that same avenue is casting my second reflection on chandler so that he will start drawing me double fire spells from my deck. If you do this though you have to make sure you play your flows and mysteries with no targets and biscuits first (preferably during an animation) so that you don't burn cards from your deck. The last little tip is that if you have both of your ignites in your hand right before you would go infinite and play them both, I've had a lot more success actually getting the damage out because you can cast the next ignite while the prior one's animation is going, rather than having to frame perfect catch the ignite each time you draw it.
Probably placebo but after 10 games playing the deck with that change it actually seemed to really help out. I feel like I have a little room to think on my combo turn now. Thanks!