So when playing this deck my hand usually runs dry pretty quick. I don't have Stargazer Luna. Is this why? Am I supposed to keep Aluneth in the mulligan? If I don't have Luna can I still play this deck with a replacement card draw card, or is she simply too powerful to play the deck without?
You need Luna because you don't always draw Aluneth, don't keep Aluneth in starting hand because this deck need to gain the max tempo in early turn to be able kill the opponent when lose the board.
You play for the board until turn 4 or maybe turn 5, after that face is the place, Aluneth is for you can do that without run out of steam, keep in mind this is a polarized deck, you have a great game vs rogues and warlocks but a very hard time vs druids and warriors.
I climbed to rank 5 back when Kobolds and catacombs was first released with aggro mage. Aluneth was always a priority keep for me because I had good tempo plays every turn until turn 6. Every game was usually decided on whether I got it before I ran out of cards or not. Luna and Aluneth now both serve almost the same purpose. I would keep it if I were you
The deck needs the card draw of Luna. It kinda worked pre-Boomsday, but Boomsday really allowed the deck to shine a lot more. Luna is a huge reason for this.
Without her, you can try to live with the card draw from Arcanologist and Arcane Intellect. I would recommend throwing in a Bloodmage Thalnos if you have him. The spellpower is nice, but it's not necessary. You can even throw him on an empty board on turn 2 if you want. Maybe get an extra ping with Cinderstorm next turn, if he lives.
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Twitch name: Anatak15 NA Legend Season 48, 49, 52, 53, 54, 74
Are you predominantly interested in climbing in standard or wild? Not sure how standard is fairing but aluneth burn mage does pretty well in wild.
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Experienced Deckbuilder, Legend Player, Wild Expert, TCG Veteran and Contributing Author toWildHS & Vicious Syndicate. Any and all support is greatly appreciated as it helps me make further quality content. 🐺 ➣Twitter ➣Decks ➣Patreon
DO NOT PLAY THIS DECK. PLEASE NO. WE DON'T NEED MORE CANCER IN THIS META. YOU ARE RUINING YOUR AND OUR LIFE. DUST ALUNETH. DUST FIREBALL. DUST MAGE (If you aren't playing Control, Odd, Elemental, Even or Exodia obviously).
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Aggro decks run out of cards. That's why they run all or nothing draw engines like Aluneth or Myra's. If your opponent is not dead when you run out you lose. Of course Luna is really good too.
Are you predominantly interested in climbing in standard or wild? Not sure how standard is fairing but aluneth burn mage does pretty well in wild.
I am climbing in standard since I don't have a very big collection, but if there are certain decks in wild that don't need any old cards I could play them.
Just run some other card draw, e.g. Arcane Intellect.
If his deck is built right, it should already have two copies of Arcane Intellect. My advice to the op is to either force craft Luna. (Go through and disenchant literally every card in your collection that you don't play, starting with commons and working your way up or vice versa. Let go of sentimental value.) Or add in a Loot Horder. lol
This is the burn mage deck I made a few seasons ago. It costs about 4k dust but you can easily cut that down to 3k by removing Loatheb who is a luxury to be honest. it does run a few old cards but they are very cheap and pretty core in wild. You keep aluneth vs control and against aggro you just mulligan it away. You run only one Arcane Intellect in addition to Aluneth because you have cards like Mad Scientist and Arcanologist that work as pseudo-draw engines.
Edit: Luna is not required and honestly she barely draws enough in this deck to justify her. She is however amazing in tempo mage decks but those are significantly less competitive.
Experienced Deckbuilder, Legend Player, Wild Expert, TCG Veteran and Contributing Author toWildHS & Vicious Syndicate. Any and all support is greatly appreciated as it helps me make further quality content. 🐺 ➣Twitter ➣Decks ➣Patreon
Just run some other card draw, e.g. Arcane Intellect.
If his deck is built right, it should already have two copies of Arcane Intellect. My advice to the op is to either force craft Luna. (Go through and disenchant literally every card in your collection that you don't play, starting with commons and working your way up or vice versa. Let go of sentimental value.) Or add in a Loot Horder. lol
Anyway form either starting point just replace her with other card draw: Loot Horder gives you another early drop and you play a little bit more aggressive than with Luna.
Not saying that it is perfect of course but definitely playable. The thing about Luna is that she is a "must kill" for your opponent (and 4hp make that quite difficult) , so she does not necessarily draw you a lot of cards but she might protect another minion you have on board
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So when playing this deck my hand usually runs dry pretty quick. I don't have Stargazer Luna. Is this why? Am I supposed to keep Aluneth in the mulligan? If I don't have Luna can I still play this deck with a replacement card draw card, or is she simply too powerful to play the deck without?
You need Luna because you don't always draw Aluneth, don't keep Aluneth in starting hand because this deck need to gain the max tempo in early turn to be able kill the opponent when lose the board.
You play for the board until turn 4 or maybe turn 5, after that face is the place, Aluneth is for you can do that without run out of steam, keep in mind this is a polarized deck, you have a great game vs rogues and warlocks but a very hard time vs druids and warriors.
That's what I thought, sigh. No competitive mage decks I have the cards for. Guess I will throw together some random cards and play in wild mode.
I climbed to rank 5 back when Kobolds and catacombs was first released with aggro mage. Aluneth was always a priority keep for me because I had good tempo plays every turn until turn 6. Every game was usually decided on whether I got it before I ran out of cards or not. Luna and Aluneth now both serve almost the same purpose. I would keep it if I were you
The deck needs the card draw of Luna. It kinda worked pre-Boomsday, but Boomsday really allowed the deck to shine a lot more. Luna is a huge reason for this.
Without her, you can try to live with the card draw from Arcanologist and Arcane Intellect. I would recommend throwing in a Bloodmage Thalnos if you have him. The spellpower is nice, but it's not necessary. You can even throw him on an empty board on turn 2 if you want. Maybe get an extra ping with Cinderstorm next turn, if he lives.
Twitch name: Anatak15
NA Legend Season 48, 49, 52, 53, 54, 74
Are you predominantly interested in climbing in standard or wild? Not sure how standard is fairing but aluneth burn mage does pretty well in wild.
DO NOT PLAY THIS DECK. PLEASE NO. WE DON'T NEED MORE CANCER IN THIS META. YOU ARE RUINING YOUR AND OUR LIFE. DUST ALUNETH. DUST FIREBALL. DUST MAGE (If you aren't playing Control, Odd, Elemental, Even or Exodia obviously).
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
Aggro decks run out of cards. That's why they run all or nothing draw engines like Aluneth or Myra's. If your opponent is not dead when you run out you lose. Of course Luna is really good too.
Just run some other card draw, e.g. Arcane Intellect.
I am climbing in standard since I don't have a very big collection, but if there are certain decks in wild that don't need any old cards I could play them.
If his deck is built right, it should already have two copies of Arcane Intellect. My advice to the op is to either force craft Luna. (Go through and disenchant literally every card in your collection that you don't play, starting with commons and working your way up or vice versa. Let go of sentimental value.) Or add in a Loot Horder. lol
The secret pro tech is to tech in a Toxicologist so you can break your Aluneth before you mill yourself to death.
This is the burn mage deck I made a few seasons ago. It costs about 4k dust but you can easily cut that down to 3k by removing Loatheb who is a luxury to be honest. it does run a few old cards but they are very cheap and pretty core in wild. You keep aluneth vs control and against aggro you just mulligan it away. You run only one Arcane Intellect in addition to Aluneth because you have cards like Mad Scientist and Arcanologist that work as pseudo-draw engines.
Edit: Luna is not required and honestly she barely draws enough in this deck to justify her. She is however amazing in tempo mage decks but those are significantly less competitive.
https://www.hearthpwn.com/decks/1187672-thijs-aston-martin-mage
I guess it depends.
Anyway form either starting point just replace her with other card draw: Loot Horder gives you another early drop and you play a little bit more aggressive than with Luna.
Not saying that it is perfect of course but definitely playable. The thing about Luna is that she is a "must kill" for your opponent (and 4hp make that quite difficult) , so she does not necessarily draw you a lot of cards but she might protect another minion you have on board