season 1 aggro mage
- Last updated Dec 12, 2018 (Rastakhan)
- Edit
- |
Wild
- 18 Minions
- 12 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2400
- Dust Needed: Loading Collection
- Created: 4/19/2014 (Live Patch 5170)
- ur2ezchaos
- Registered User
-
- 12
- 39
- 90
-
Battle Tag:
ur2ez#1175
-
Region:
US
-
Total Deck Rating
921
This deck has caused a sudden meta shift and after testing it out for several hours myself, it works amazing on ladder.
Its like all your basic aggro rush decks, just yolo all to the face and your opponent ends up dieing somehow.
This deck has a very weird feel to it at the beginning, i felt like i was losing during the entire match then you pull out like a frost bolt/ice lance/ice lance/fireball and GG.
Combos: the combos are fairly basic
Knife Juggler + Mirror Image/ 1 cost minions
Sorcerer's Apprentice+ Mana Wyrm + all spells
Mulligans: the dream hand would be Knife Juggler Mirror Image Mana Wyrm and draw into a Sorcerer's Apprentice as you can gain immense value and take control of the game very quickly. you always throw back Water Elemental, Azure Drake, Arcane Intellect and Bloodmage Thalnos.
NO Leeroy Jenkins??? WHAT ?: in a mage aggro deck, Leeroy Jenkins is only a Fireball that cant go through taunts, which are usualy up when you do your frost bolt/icelance/fireball KO combo. so it just sits in your hand and never gets used.
Why not Arcane Golem or Coldlight Oracle?: the goal of this deck is to burn your opponents health as fast as possible, and often your first 10-15 damage will come from direct hits from Wolfrider, Loot Hoarder Knife Juggler, etc. if you Arcane Golem your doing 1 extra damage compared to a Wolfrider and speeding up their taunts by 1 turn, effectively lowering your damage by 6 in the case of druid. Coldlight Oracle draws you 2 cards, but it also spoon feeds your opponent answers to your board. you go to search for that Knife Juggler or Frostboltand you give that druid 2 Swipe. also vs zoo giving him 2 cards is basically healing him for 4 and giving him 4 mana.
You Dont have Bloodmage Thalnos?: you can sub him out for 1 of 3 things, Novice Engineer, a second Elven Archer, or a Kobold Geomancer. i feel like the best sub is the Elven Archer, as its utitily is very usefull in this deck. a Novice Engineer is just for more card draw which is essential for the burst combo. so whichever you feel is better
VS zoo and hunter?: it is a roughly estimated 70-80% win rate vs the popular zoo and a 50-60% vs mid-range (kolento/lifecoach) hunters
what does this deck lose to?: control warrior will ruin your day, its literally a 90/10 in favor for the warrior. watcher druid, and control priest can cause issues the win/loss rate is about 65/35. you have a chance to win but its fairly unlikely.
CHANGES: -1 Argent Squire +1 Elven Archer: an early argent squire sticks around and is pretty effective, but if you topdeck one mid or lategame its useless. an elven archer is usefull no matter when you draw it, acting as an extra hero power to get rid of that 6/2 fire elemental or to get that last 1 damage off to finish the match
personal changes: -1 wolf rider +1Millhouse Manastorm
i know what your thinking, theres no way millhouse can be good in a deck. but after playing with this change personally ive noticed an increase in win rate. no one is going to keep strong spells in their opening hand and coining out a millhouse can pose a huge threat. remember that you only need to lower their health below 20 and their dead to spells afterwards
Are you having trouble against this deck? here is a decklist that will win almost 100% of the time vs the aggro mage: Warrior control (anti-aggro)
I can see why people like this deck. But honestly after playing 20 games with this deck, luck has everything to do with it. Ok, luck has to do with every deck, but not to this extreme. You are literally relying on your cards to align or you're going to lose. Doesn't matter if I go for my opponents face or trade off minions, by turn 5 or 6 you have burned all your cards, and if your opponent can withstand that initial rush, you're SOL. On average, I usually get my opponents to the mid teens before I run out of cards and get destroyed during the late game. Sometimes I have won in a few turns, sometimes I dragged the match out until a spell was able to finish my opponent off, but most of the time I just run out of steam right when the late game starts and my opponent starts dropping down more powerful cards.
I just faced off against a druid with a Giant/Ancient of War/Lore deck. Worst match I have ever played. It felt like damnation. I had the upper hand, was able to fend off 2 Ironbark Protectors with my spells. But then suddenly he just started dropping Giants and Ancient of Wars each turn. He even used a Faceless Manipulator on one, so at the worst there was a Sea Giant, Mountain Giant, and 2 Ancient of Wars on the board. I got decimated, because my minions are mostly weak and I burnt all my spells. A lot of games are like this. Not only does this deck rely heavily on RNG, but against certain types of decks it is impossible to come back. Higher risk higher reward I guess. You can win a lot with this deck, but you can also lose just as much. I'm winning about 40% of the time with this deck.
I think I prefer my spellpower deck. It is more consistent, though it is less fun to play.
but the thing is, you just go for the face unless you have a very efficiënt trade so that on turn 6 he has like 15 hp en you can kill him with combo frostbolt ice lance ice lance minion attack, or turn 7 fireball frostbolt ice lance. if you have to start using your abilities to remove all of his stuff, then it's a loss like you had.
In the beginning this deck had a coldlight oracle to help with the card draw, but giving your opponent 2 cards was somethimes the reason why i lost with this deck. Also my games never pass turn 9, because you only have the advantage in the early game and if the game takes till turn 9 then it's only to do a fireball/frostbolt/ice lance/ice lance combo ftw.
I did made some changes to this deck:since i somethimes need to get through taunt or something else needed silence, i changed the 2 wolfriders for the owls. the wolfriders did just 3 damage wich is not alot if you need value out of your cards, the owls made it so it would kept my creatures alive or let my other creatures do more then the 3 damage of the wolfrider. Since i don't have bloodmage i have a second elven archer wich helps alot if i want to remove a 2 health creature. And final i got rid of the 2 loot hoarders and put in a milhouse to get my opponent to use some early removal and if he doesn't, to do some damage on turn 2/3 and a blizzard to stall opponent and to counter aggro decks. The freeze also buys you another turn to topdeck your combo or to keep your creatures alive for a turn so they can do some extra damage.
With new season i'm only rank 13 now but i'll rank with this deck a bit cause you guys are not giving it credit enough. this is a good deck but the only downside is the lack of cardraw and that you need to have your combo, or parts of it to win.
Ran into this deck in PLAY mode, as I was working on my 2 rogue quest wins. I was running Miracle Rogue deck and had a 75% win rate in 15 games using it(well 73% tbh). I even got the BEST pregame draws with Auctioneer, Conceal, and shiv. I started the game off in Round 1 and he finished it in Round 5 . He got perfect draws though. This deck when it draws right, destroys a rogue completely. I got finished off 30 to -4 by the end of his turn in Round 5
I've been using this deck in the recent normal mode Naxxramas encounters & I'm loving it! Here's a video of me using it against normal mode Maexxna.
Used this deck for 5 games and won 4 of them straight, lost against a watcher druid but would have won if I had 1 more spell. Ranked up from rank 9 to 8 quickly. Just attack the face everytime and cast all spells at the face, seems to work good.
shitty deck, no late game, no pressure
loses to everything but pala and rogue
7 Games in Casual Mode 4-3
6 Games in Ranked @ level 8 3-3
When you got the cards its hella fun.
When you dont.... well you feel like you're runnin on empty!
Having trouble with the Zoo ?Add double pyromancer...
I really don't see how Loot Hoarder is better than Amani Berseker or Faerie Dragon in this deck. The draw is nice and unless Loot Hoarder gets silenced it does do something, but it is not exactly an aggressive two drop. In an aggressive deck that already contains two drops that you hold a lot in Frost Bolt and Bloodmage Thalnos, I think Loot Hoarder is not the most optimal play. A T1 or T2 Amani Berseker forces your opponent to immediately deal with it and leaves room open for some very strong plays if they don't. Faerie Dragon basically sticks and gets in 3 damage nearly all the time.
Millhouse Manastorm seems like way too situational to put in here. You're literally only playing it for a T1 coin play and it's garbage in every other situation.
I agree with the other things, including no Leeroy Jenkins and Argent Squire not doing enough.
The advantage of Loot Hoarder is that he is still effective in late game. If u cant play your Armani on turn 2 its pretty much useless. Also i dont think the deck needs those aggresive 2 drops. Knife Juggler is the play you want, but there are much other possibilitis like Sorceress + Missiles, or 2 more 1 drops including Mirror Image. Situational you have to ping anyway.
And playin Loot Hoarder in the emergency case at this point is far less worse, than drawing an Armani on Turn 7. The card draw at this point of the game is just so essential to get your finishing combos.
Garbage. All control decks + all druids&priests just eat this deck.
I wouldn't say this is so bad when those deck archetypes are few and far between in this current meta.
Have played this deck for nearly a month and got a lot of success with it, even in high ranked action. I think this Version is the most consistent and not as draw depending as others. Usually there are 3 different periods playing this deck. I try to explain them even no one is interested and my englisch is not as good.
1.) Minion Aggro Phase
From turn 1-3 you want to give as much damage to the face as possible. Just trade to avoid more efficient trades by your opponent, otherwise go to the face. It is really important to get him down to ca. 20, because thats an easy lethal range 4-5 turns later. You normally never use your frost bolt or ice lance, Fuck the control, you need them to finish against big taunts. Its always better to let your minions work it out. Your best friends here: Knife Juggler, Mirror Image, Mana Wyrm, Leper Gnome. If there are no good plays, dont be afraid of using Thalnos for cycling, you just need your burn cards.
I only keep Arcane missiles vs Hunter or Warlock. Especially the Zoo Matchup becomes so much easier. Vs Rogue, Mirror Image is the choise, he really needs some time to go trough this. In every other matchup i would keep the mentioned cards above. You can also keep Mirror image if you go second and an Wyrm is already in hand.
Sorceress can also be played without a doubt. You rarely need it for your finishing combos, just holt the pressure up. What you dont want to play on turn 1 is your elven archer, the one damage will become valuable at some point, but not now.
2.) Keep your head over the water phase
Now that turn 4 has come, u usually are not able to remain board control. Your Hand is down to 2-3 cards, your opponent has 20 HP left, looks not so good right?
Water elemental is obvious always the best choise. This is the minion you have to made the toughest choices with. The Freeze is a great tool, slowing down your opponent, by dont allow him to attack either with a minion or his hero. Put a lot of thought into who to attack, but generally the face is the right choise. If enough Mana left, you can also play Ice lance on the freezed Hero, so that you are no longer dependent on your Frost Bolts.
After the Water elemental is gone, there are 2 Keys. Digging and sustaining. You play Azures, Loot Hoarders, Arcane Intellects while having an eye on your health. Try to calculate every turn, how much damage you need to finish him and how you can get it. This is really important for decisions like ping to the face.
3.) Finish him
By turn 7-8 you usually have enough mana to kill him with your 3-4 burn spells you collected to this point. If you had no lethal right now, believe in the heart of cards. Its usually useful to burn yout opponent with fireballs, even in u cant kill him. There are often more outs the next turn then expecetd. You usually have 12-15 cards left in your deck and more than enough outs, drawing the right cards. Always keep one frost bolt, to activate your ice lances.
I really, really enjoy this deck so far and have been playing it for approximately three days. You really have to know what to mulligan for, but I'm not sure why people complain. The strategy is listed in the description. Ideal hand is Mana Worm, Knife Juggler, Mirror Image, and Sorcerer's Apprentice. They all combo really nice with each other so use according to opponent.
Don't get hung up on combos so much even though they are tempting. It is so fun ruining someones day with the frostbolt, ice lance, fireball combo, but it's important to use the frost cards for control if need be.
As for card switches I personally haven't made any except for substituting bloodmage for another archer since I don't have that card. Otherwise I'm thinking of switching out a water elemental for a gadetzan auctioneer for more card draw.
Hardest match ups for me so far are Warrior, Hunter, Priest, and sometimes Shaman.
https://www.youtube.com/watch?v=bq8jvKcj9lI
Turn 4 win, example of when to double ice lance.
having trouble against zoo, maybe because I obsess over holding the combo.
this deck usually either wins spectacularly or dies horribly, not sure if I like it. Will keep testing.
I don't have Bloodmage Thalnos, so I removed an Elven archer an put in 2x Blizzard. Blizzard in most cases stalls a turn, and creates a free draw. Good way to eliminate enemies and get to the burst combo. Weak vs. healing spells (Paladin/druid/priest)
To anyone that is saying this deck isn't good, you obviously don't understand what to mulligan for and when to play aggressive and when to control the board. This isn't a hard deck to play by any means and it's really fun, I've had multiple turn 5 wins and many more turn 6/7 wins.. I've only had bad draw in two games out of the 17 or so I've played and one of them I still won just because of match up. Most of the people complaining are probably the mirrors I'm playing against on ladder that I'm crushing because you don't understand when to control board and when to damage. Great deck man.
Hmm.
I have been seeing a LOT of this on the ladder, but it really hasn't been that good. After trying it out, it is super inconsistent, and it actually gets wrecked versus zoo if you don't get an excellent starting hand. The benefit of the deck is that it is fairly easy to make, and easy to play in general, but it just simply does not seem consistent enough to ladder with.