[UnGoro] Exodia Quest Mage - Subrezon's Theoryc...
- Last updated Apr 8, 2017 (Un'Goro Launch)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Freeze Mage
- Crafting Cost: 8320
- Dust Needed: Loading Collection
- Created: 3/31/2017 (Aggro Downfall)
- user-20726582
- Registered User
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Battle Tag:
#2858
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Region:
EU
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Total Deck Rating
633
Greetings, travellers, I'm Subrezon, a Legend player from Germany. Creative deckbuilding is what I enjoy the most, and my joy peak is always before a new expansion. So here I am, with Subrezon's Theorycraft Series 2! As with MSoG, I will build one deck for each class that is both interesting and potentially good. I will generally avoid self-building decks, like ones based around Quests or Elementals. But, Open the Waygate is sooo incredibly inspiring, that I ignored this rule for this one! Greet your new champion - OTK Exodia Mage!
What is this deck?
This deck relies on getting a combo that wins you the game. No, seriously. If no Ice Block is present for the enemy, he is dead as soon as you pull this one off. The combo is:
- Use 6 cards, generated by other cards like Shimmering Tempest, Primordial Glyph, or Babbling Book to get the Time Warp card into your hand. You also combine Shimmering Tempest with Steam Surger to get Flame Geysers.
- Play 2x Sorcerer's Apprentice for 4 mana, then use 1x Molten Reflection for 2 mana to get one more apprentice, then play Time Warp for 2 mana. (You float 2 mana, but it doesn't matter)
- Play Archmage Antonidas for 7 mana and another Molten Reflection on the apprentice for 1 mana to get 4x Sorcerer's Apprentice in total + a Fireball.
- Enjoy limitless Fireballs.
You stall the game using the removal from your deck and generated spells, cycle towards your combo and finish the game instantly with Exodia!
Why this deck?
Because OTKs are awesome! And because I've done Secret Mage already before MSoG... didn't shoot that time, but I hope this will!
Is this going to be competitive?
Maybe. This is a very crude version of the deck, it is very hard to tell how much card generation should be in it and how to balance draw/removal in it. But fully polished this deck can actually be a control-style deck with a reliable win condition vs. Jades! And all other control decks. Except self...
So, I hope you enjoyed this one, so stay tuned for more! Don't forget to drop a +1 and to check out all of Subrezon's Theorycraft Series 2!
Subrezon's Theorycraft Series 2:
Note 1: there are some cards that can be used in this deck, that are not in this list. Loot Hoarder, Novice Engineer and Kabal Chemist are things being suggested to me. These are probably good enough for this deck, I will test the upon release.
Update 1: suddenly, a fact that Flame Geysers generated by Steam Surgers proc off Shimmering Tempest and work towards the quest struck me and I made this deck anew (kinda). Some changes:
- -1 Cabalist's Tome: too many cards in hand, too clunky to use
- -2 Mana Bind: Spells aren't likely to be used against you when you have no board (thanks to @kuroneko2370 for pointing that out)
- -1 Arcanologist due to the smaller number of Secrets
- -1 Acolyte of Pain: clunky cycle
- -1 Frost Nova: a little too situational, plus a lot of removal can be gotten through spell generation
- +1 Ice Block for survivability and Secret count for the remaining Arcanologist
- +2 Loot Hoarders for draw, chosen over Novice Engineers due to smaller removal count
- +1 Shimmering Tempest, +2 Steam Surger as the new and more consistent spell generation
Update 2: front page! Under "All" category! Astonishing!
Thanks to you guys for all the support, criticism and attention you gave this deck!
DoubleButtered:
Don't forget that the quest needs you to actually play the 6 generated spells. So although the Kabal minions may generate better cards, you might often find yourself picking a flamestrike or something that just ends up sitting in your hand.
Not going to work. You're going to be dead long before you get your 6th spell, seeing as there are only 6 in the whole deck. Plus you are going to be holding a big old hand of combo doing exactly fuck all, waiting for the 'amazing' OTK combo (that will almost certainly never happen)
I would be concerned with the number of cards you have that can generate spells to complete the quest. (Since Antonidas is your win condition, I'm not counting him in that list.)
By my count, there are only 8 in this deck, and you need 6 for the quest. With the Coin, not too bad, but without it, I think that might be a challenge. You need to ensure you draw at least 3/4 of your deck (about 21 cards) and have time to cast the spells generated to get there. You might just need a little bit more fuel.
There is another Mage Quest deck on the top of this page, how is this deck better/different from the other one?
The other mage deck quest rely on different combo. But the real difference is that the other mage deck was built so poorly (see my comment there).
This deck is built more properly - but probably both won't work. The mechanic is just too unreliable (worse than the current freeze mage) taking too much time to develop, and won't compete with any aggro/midrange deck out there (and probably won't work even against control decks). Nothing to blame the OP, it seems that he knows it too.
TBH this deck (well the quest and new cards) are absolutely broken for wild format.
:D
I am not sure it will even be a niche deck, it's power level feels so weak.
About wild - it might be better than freeze mage (without the quest!!!). You need to add 5 cards to the usual freeze mage decks (for antonidas, double molten reflection and double sorcerer apprentice), you will obviously cut evolved kobold, but the four others aren't so obvious (it is burn spells and maybe alextrassa or 1 copy of ice barrier).
Freeze mage is very good in wild atm (60-70% for me in the last two seasons), but the problem with exodia version is that you have too much "dead draws" against aggro, since your combo rely on having all the pieces together (and your combo pieces are much worse when used defensively against aggro - compared to burn spells and alextrassa).
this deck looks fun to pull off but hard to do every time especially if the meta doesn't change
I already miss Emperor Thaurissan...
You would need all five combo cards in your hand to get the Emperor reduction though. Not very practical.
Dirty Rats, here we go!
Oops, Doomsayers :|
Time to start using Eater of Secrets as a tech card in my decks.
Personally, I like Archmage variants more than the Arcane Giants because I feel that deck has more counters, ie taunts or armor. Both decks could be screwed over by dirty rats but what's the chance of that tech every game compared to the other two
i will create a more defensive list that will mostly just try to lock out the game until we can pull out the combo pieces.
What about Igneous Elemental? It would make Steam Surger more consistent as well as give you two Flame Elementals for completing the quest, albeit you get those Flame elementals when it dies.
The Steam Surger is super weird. The only thing that activates it is Shimmering Tempest, meaning not only is it very rarely going to trigger, you're also forced to play a 2-drop on 3 in order to activate it at all. This looks like such a random card to have in the deck. There are much better 4-drops if you need a body on the board, and you can't put elemental synergy cards in a deck that contains two elementals.
Secondly, you don't have enough sources of foreign spell cards. The deck contains a total of eight, of which two are conditional (the Surger) which you lose if you can't activate it. You're rarely going to get six spells this way. You'd have to draw pretty much your whole deck every game. I'd say that the benchmark for reliably completing the quest is 10-12 total foreign spells worth in the deck. Otherwise you usually just don't get six in a timely manner, and since the quest is your only win condition, that won't work at all.
I'm pretty sure Shimmering Tempest is the worst of the foreign spell generators. I'd replace it with Cabalist's Tomes, and also cut the Steam Surger and put in a second Frost Nova plus a second Arcanologist.
The Steam Surger is super weird. The only thing that activates it is Shimmering Tempest, meaning not only is it very rarely going to trigger, you're also forced to play a 2-drop on 3 in order to activate it at all. This looks like such a random card to have in the deck. There are much better 4-drops if you need a body on the board, and you can't put elemental synergy cards in a deck that contains two elementals.
Secondly, you don't have enough sources of foreign spell cards. The deck contains a total of eight, of which two are conditional (the Surger) which you lose if you can't activate it. You're rarely going to get six spells this way. You'd have to draw pretty much your whole deck every game. I'd say that the benchmark for reliably completing the quest is 10-12 total foreign spells worth in the deck. Otherwise you usually just don't get six in a timely manner, and since the quest is your only win condition, that won't work at all.
I'm pretty sure Shimmering Tempest is the worst of the foreign spell generators. I'd replace it with Cabalist's Tomes, and also cut the Steam Surger and put in a second Frost Nova plus a second Arcanologist.
could work... will have to test this out