Baisc Mage Rush Deck [ALL cards explained]
- Last updated Jan 9, 2014 (Beta Patch 4243)
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Wild
- 17 Minions
- 13 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 0
- Dust Needed: Loading Collection
- Created: 1/9/2014 (Beta Patch 4243)
- AntagonistOfHell
- Registered User
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Total Deck Rating
1
Arcane Missiles: You can kill/trade easily. For example: The enemy has two minions, you use Arcane Missiles and, if you're lucky, Arcane Missiles will down the enemy minions HP to 1. Then you use fireblast and you'll be fine!
Elven Archer: Don't use stupidely at the first turn dealing 1 damage to the enemy hero. Always use it when you can attack an enemy minion or kill one who has 1 hp.
Arcane Explosion: Nice card to clean up if you were lucky with Arcane Missiles. Not much to explain here though.
Frostbolt: If Fireblast is nice, this is even better! Same mana cost, more damage and freeze. Always have this on your deck!
Acidic Swamp Ooze: 3/2 for 2 mana and really powerful against rogue, paladin, warrior and basicly anything with weapons.
Murloc Tidehunter: Murlocs are very nice, 2 mana and you summon another Murloc so it's a really nice card for a basic rush deck.
Novice Engineer: Draw a card while summoning an 1/2 for 2 mana. Really useful on the early turns.
Arcane Intellect: Very important. With a card you draw 2. Again, very important in my opinion.
Raid Leader: Combine this with Murloc Tidehunter and Razorfen Hunter and the enemy will have a bad time.
Razorfen Hunter: Again, 2 minions for one.
Fireball: Most important card. This is the control we will have on the game. It's a lot of damage.
Polymorph: More control? Yay.
Chillwind Yeti: In my opinion, the most overpowered basic minion. Pick it up!
Nightblade: A nice card to deal some damage while summoning a minion.
Reckless Rocketeer: To take down big threats easily.
Flamestrike: You need atleast a Flamestrike to kill all enemy minions if he summoned too many.
Thank you for reading my guide, if you find a spelling mistake please let me know, english it's not my main language.
Thank you for this interesting Deck idea.
It's really a seat of your pants kind of deck, even against a Normal AI Priest opponent, it gets crushed quickly by large creatures you can not recover from, and there is not enough dps to over take the Priests healing ability in the later game. Taunts are everywhere, and they slow your creatures to a crawl. It's a a nice early burst deck for sure, but you'll need some taunts to buy time for your direct damage to get out. I ran a test against a Normal AI Priest. I figured they were even at least, my DD vs Priest Heals. You really have to have faith that the cards that are coming will be able to take care of the large creatures that will come. Focus on making the enemy burn cards, once you have a card advantage, you have a creature advantage to get the dps through, so much so that they can no longer heal it.
You can see my results video here.
5 games vs Priest Normal AI: Go First - Won 0 2 - barely. Go Last - Won 0 20 rapid. Go Last - Won 0 17. Go Last - Won 0 20 | Go First - Won 0 21
http://www.twitch.tv/houseofteshurr