Burn your opponent's creatures while pumping up yours, great deck.
Dwarf and Shattered Sun are there because they add card value for the deck: They boost your aggro creatures while being a body themselves. Its an aggro deck after all.
I tested the deck in a few games and I had a lot of times where my field was empty and dark iron or shattered sun in hand. I think I just need to get better with it, but I found myself in that situation more than I expected to. Should I just summon them without a minion on the field in those cases if they are my only minion? or stall to get a target for their effect on the field?
That seems very unlikely to happen frequently, but if you really don't want this to happen, I suppose you could remove Arcane Missiles for a low-cost value minion, like brewmaster.
Keep board control during midgame, by keeping your creatures alive and burning your enemy's creatures with spells. Eventually you'll overwhelm your opponent in the late game.
Pretty much any mage deck plays like that, aggro does it faster, control does it slower but safer IMO.
The biggest problem with this deck for me is trying to keep my minions alive.
TBH - like any mage deck that has pyroblast you don't need to keep ur minions alive for long. Just chip away until you get them to the magical 10 or 11 hp left and you have already won. Control their minions and do a lot of trades and when you get a chance chip away at hero's hp. Thats what i do every game and I win a lot more then i lose!
Thoughts on this deck in the current metagame?
Also, can someone explain why Shattered Sun Cleric and Dark Iron Dwarf are in this deck?
Burn your opponent's creatures while pumping up yours, great deck.
Dwarf and Shattered Sun are there because they add card value for the deck: They boost your aggro creatures while being a body themselves. Its an aggro deck after all.
I tested the deck in a few games and I had a lot of times where my field was empty and dark iron or shattered sun in hand. I think I just need to get better with it, but I found myself in that situation more than I expected to. Should I just summon them without a minion on the field in those cases if they are my only minion? or stall to get a target for their effect on the field?
That seems very unlikely to happen frequently, but if you really don't want this to happen, I suppose you could remove Arcane Missiles for a low-cost value minion, like brewmaster.
Made some slight variations to this deck and went 7-1. Works very well.
Just crafted this deck, will be testing it out on my stream tonight.
Keep board control during midgame, by keeping your creatures alive and burning your enemy's creatures with spells. Eventually you'll overwhelm your opponent in the late game.
Pretty much any mage deck plays like that, aggro does it faster, control does it slower but safer IMO.
Great deck!
I think I'm around 11-3 with all the losses being extremely close games.
I added in a ice barrier, cone of cold, archmage antonidas just because I feel those cards are necessary for a mage deck that doesn't have taunt's.
TBH - like any mage deck that has pyroblast you don't need to keep ur minions alive for long. Just chip away until you get them to the magical 10 or 11 hp left and you have already won. Control their minions and do a lot of trades and when you get a chance chip away at hero's hp. Thats what i do every game and I win a lot more then i lose!
Excellent deck! I've had a great win/loss ratio in masters with the exact setup listed.