Tempo Quest Mage [LEGEND]
- Last updated Apr 12, 2017 (Un'Goro Launch)
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Wild
- 17 Minions
- 13 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Tempo Mage
- Crafting Cost: 7000
- Dust Needed: Loading Collection
- Created: 4/2/2017 (Aggro Downfall)
- SirSalty
- Registered User
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- 6
- 33
- 52
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Battle Tag:
SirSalty#21189
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Region:
EU
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Total Deck Rating
347
A midrange tempo mage following the traditional routes now that flamewaker has left us, rip. However this uses cheap cards and a couple of expensive cards to complete the quest, Open the Waygate, and then one shot your opponents with Arcane Giant and Alexstrasza if your against a control deck!
This deck is much better against aggresive decks such as pirate warrior compared to any other mage list currently run as it has much more early game, 5/6 of the deck costing 3 mana or less! However due to it's card draw and OTK it is even better against control decks!
Usually I manage to complete the quest turns 6-9 unless I'm against pirate warrior where you just want to remove all their minions and freeze their face with frostbolts and generated spells. You can play this deck like traditional tempo mage and defend initially then have swing turns using cards from Primordial Glyph to turn the game around and kill them before they can kill you! If that doesn't work you can always heal back up with Alexstrasza or just keep delaying the game with Ice Block.
Mulligan: I always keep the Open the Waygate even vs aggro, more testing till I can understand whether it is correct or not. However currently can't tell if it is aggro or quest decks until the meta has settled.
Vs aggro/quest rogue/ jade druid: I would keep any 2 mana card except Primordial Glyph which I will only keep if I have a Sorcerer's Apprentice and Medivh's Valet is also a bad card. Mulligan any 3's or above unless your second and have a couple of good plays for 2 already in your other cards then it may be worth to keep Volcanic Potion. The best cards to get are Babbling Book, Mana Wyrm and Arcanologist. Also remember that there is no need to play the quest on turn one if you have a one mana minion. Plan out your turns but remember to play the quest before you coin!
Vs midrange/control: Same as other mulligans except Primordial Glyph is now one of the best cards to get and should always be kept in the opening hand. Also sometimes keep Kabal Courier if you already have a 2 mana play.
Matchups: Listed best to worst
Great-good
*Handlock- Just freeze clear, repeat, block block combo.
*Priest- Easy win as long as they don't have too much early pressure.
*OTK quest mage- You play the aggressor in this matchup with early minions. Then you can kill them through their iceblock using timewarp. Just always keep up the pressure and should be easy win.
*Jade druid-only card to watch out for is 8 armour. Besides that pretty simple win.
*Quest rogue- Play this matchup with as much tempo as possible. Often I win simple by clearing all their minions and they run out of cards. If not with freeze effects you should be able to stall long enough to complete the quest as they have a pretty slow start similar to handlock.
*Zoo/discardlock- just clear and freeze and combo, nothing special here.
Even matchups
*Pirate warrior- Really depends on how aggresive a start they have and how many early game minions you have. Mulligan quest. (If you don't know whether it is pirate or control mulligan for pirate. Too low winrate vs control warrior)
*Paladin- haven't played vs enough to say. But their taunts and secrets can be problematic.
*Midrange hunter- Try to get board. The matchup is all about board control.
Bad-terrible matchups
*Elemental Shaman- Slightly unfavoured as they often have too much tempo. If they are playing a very slow jade version it should be an easy win. If not or they draw well it's going to be much tougher especially with all their taunts.
*Taunt warrior- Rip. Armour and taunts makes it impossible to pull off combo. Dirty rat is really strong too. You can win, just be as fast and aggressive as possible. With molten reflections randomly generated to create an extra giant there is a small chance you will have enough damage to otk them but it is unlikely.
If there are anymatchups I forgot please let me know! Thanks.
Yh ofc there are other viable decks which utilise the quest. One like you mention, play very control-like then uses antonidas for OTK/exodia. However that list would be alot more control focus and the whole purpose would be to survive until you have the combo. My deck however can be played like a typical tempo mage and I have had many wins without needing to complete the quest, however the quest is there to guarentee the win in midrange/control matchups. Saying this, you always keep the quest as it put them on a clock. Often having a soceror's apprentice and a couple other minion on board with some burn spells in hand is enough to win when you get to attaack twice with everything. Think of the quest as a finisher, not an objective.
Feel free to comment ideas and suggestions! Or just similar decks you plan to make :D Also please let me know successes or failures you have had with the deck ^^ If you have any questions just ask!