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Aluneth Exodia Mage

  • Last updated Dec 10, 2017 (Kobolds Patch)
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Wild

  • 11 Minions
  • 18 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Control Mage
  • Crafting Cost: 5600
  • Dust Needed: Loading Collection
  • Created: 12/10/2017 (Kobolds Patch)
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  • Battle Tag:

    finnaggann1560

  • Region:

    US

  • Total Deck Rating

    94

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So I got aluneth in a pack, and have been messing around with the card. It is often really hard to make work, because you can't just run aluneth for draw, but if you run other draw cards you will often end up milling yourself, less of a big deal in a tempo mage, so it has a place there, but I really wanted to find a way for it to work in an exodia style deck. I tried like 5 different versions of the deck before stumbling on something like this. So how does it work:

The Strategy:

You want to otk opponents, you can do this by achieving infinite fireballs, and this expansion removed the need for two turns to do it. For those who don't know the combo, here it is: First, cast two Simulacrum while the Sorcerer's Apprentice is the cheapest minion in your hand, you should do this prior to the otk turn of course. Second, play Leyline Manipulator reducing the cost of the Sorcerer's Apprentices to zero. Third, play all three Sorcerer's Apprentices and Archmage Antonidas before playing a single Molten Reflection on a single Sorcerer's Apprentice creating a zero cost Fireball then just kill the enemy.

How to achieve it:

You want to basically mulligan for aluneth and nothing else, if you have it then you want to have cheap cards and combo pieces, so get rid of anything costing more than one mana that is not a Sorcerer's Apprentice. Then you want to empty your hand very aggressively. You can be a little bit clever about when you use cards, but you want to minimize the possibility of overdrawing if you play aluneth. Drawing cards is risky, so you have to consider carefully when to do it. I have included duplicates of a few cards you don't need two of, just for safety in case you mill one, once you have everything but a Leyline Manipulator or Molten Reflection you can afford to play slightly risky, overdrawing a small amount, in hopes to get to the combo faster. Only do this if you are running low on time and need to win quickly before you die. Use the rest of the deck to stay alive, removing minions and defying death with secrets. If you play it right you can avoid unnecessary mill, and pull out victories that will make your opponents angry. 

Why's that in there?:

I run a few odd cards, if you cut off the bottom half of the deck it seems like the list is some kind of tempo or aggro list, but I have a really good reason to have all those cheap ineffective cards instead of stuff like Blizzard, or Meteor. The reason is that you draw far too much to have big cards sitting in our hand. You aren't going to win off the cheap stuff, but it throws off the opponent, and when you find yourself drawing 4 cards between turns, being able to throw that many out of your hand is really useful. And if you suggest cutting Aluneth, I tried that, it just made the deck too slow. Finding this balance took a  number of tries, but I think this deck has a sound strategy however weird it looks.

Other notes:

This deck is a lot easier to play than the old quest version, and it is also a lot cheaper.  And don't worry about all the people running Eater of Secrets at some ranks, I find that the secrets are really unimportant against almost any deck able to run that card, because you win turn 10-12, and they win turn 14-16. If this deck takes off though I would consider running secret eater myself over the arcane missiles to deal with enemies running this deck.