Here's my first idea for a new mage deck in the new expansion. Just wanted to throw it out there and see if anyone had better ideas. I think it's obvious they pushed a lot of hero power stuff for mage this time, and it looks pretty solid. It feels like it won't be very hard to reach 10 damage to cash in on Mordresh Fire Eye at the top end.
I feel like this deck covers a lot of ground. It has a decent curve, has defensive tools and offensive tools. Maybe the only fault here is lack of draw, but I think with the incentive to use your hero power more, it might not be a major issue.
I heard that Wildfire is a permanent buff, which means that sticking a Coldarra Drake could mean doing some pretty good damage with your HP on the following turn. That's face or board control.
Obviously testing it will be the best way to see how it fairs and how it stacks up with whatever everyone else is doing. But I'm getting the feeling like Acidic Swamp Ooze and Devolving Missiles will be helpful...
I was looking for Tour Guide in the Core Set and can't see it (I am still not sure if I fully understand what is rotating and what is staying, lol). You can put some draw generators instead (otherwise, Tour Guide is a no-brainer for this), you don't have very many spells so Arcane Intellect might be more reliable (even though the Spring Water is so delicious).
This looks good. I will create a version with Wyrm Weaver, Jandice and 2x Brooms for some Rush to carry me through to round 10+. Agreed that Devolving Missiles will become more important as the new minions are really powerful across the board. 1 would be enough, I'd maybe even try and throw in Vol'jin or the Youthful Brewmaster for some bounce (Jandice, Varden, Alex, Mordresh could all benefit - Brewmaster would be my pick).
And yeah, Wildfire is a permanent buff, I watched the stream and they said so explicitly.
Tour Guide is Scholomance, and not necessarily completely necessary in my opinion. As for Wildfire, I can't help but feel like the tempo loss from a 2 mana do nothing might not fit a tempo deck as well as it would a control variant, yet, with the rotation of Flame Ward, as well as most freeze mechanics, that archetype is pretty much off the table...
Finally, Arcane Intellect would probably help the deck a lot, as well as any sort of card draw, really... This list currently looks like it'd run out of gas really fast in a lot of matchups, while also getting outdamaged quite easily...
My thinking about Tour Guide was that you could bank a hero power and use it on the same turn as Fallen Hero or after using Wildfire, which might help make up for the loss in tempo. But I don't feel like this deck necessarily needs to stay on top of the board in the beginning. Things like Firebrand and Devolving Missiles could make up for it.
But I think it may be true that card draw would be a good choice. Maybe I'd drop one potion and one devolving for 2 AIs.
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Here's my first idea for a new mage deck in the new expansion. Just wanted to throw it out there and see if anyone had better ideas. I think it's obvious they pushed a lot of hero power stuff for mage this time, and it looks pretty solid. It feels like it won't be very hard to reach 10 damage to cash in on Mordresh Fire Eye at the top end.
I feel like this deck covers a lot of ground. It has a decent curve, has defensive tools and offensive tools. Maybe the only fault here is lack of draw, but I think with the incentive to use your hero power more, it might not be a major issue.
I heard that Wildfire is a permanent buff, which means that sticking a Coldarra Drake could mean doing some pretty good damage with your HP on the following turn. That's face or board control.
Obviously testing it will be the best way to see how it fairs and how it stacks up with whatever everyone else is doing. But I'm getting the feeling like Acidic Swamp Ooze and Devolving Missiles will be helpful...
Any thoughts/changes?
I was looking for Tour Guide in the Core Set and can't see it (I am still not sure if I fully understand what is rotating and what is staying, lol). You can put some draw generators instead (otherwise, Tour Guide is a no-brainer for this), you don't have very many spells so Arcane Intellect might be more reliable (even though the Spring Water is so delicious).
This looks good. I will create a version with Wyrm Weaver, Jandice and 2x Brooms for some Rush to carry me through to round 10+. Agreed that Devolving Missiles will become more important as the new minions are really powerful across the board. 1 would be enough, I'd maybe even try and throw in Vol'jin or the Youthful Brewmaster for some bounce (Jandice, Varden, Alex, Mordresh could all benefit - Brewmaster would be my pick).
And yeah, Wildfire is a permanent buff, I watched the stream and they said so explicitly.
Tour Guide is Scholomance, and not necessarily completely necessary in my opinion. As for Wildfire, I can't help but feel like the tempo loss from a 2 mana do nothing might not fit a tempo deck as well as it would a control variant, yet, with the rotation of Flame Ward, as well as most freeze mechanics, that archetype is pretty much off the table...
Finally, Arcane Intellect would probably help the deck a lot, as well as any sort of card draw, really... This list currently looks like it'd run out of gas really fast in a lot of matchups, while also getting outdamaged quite easily...
Thanks for the feedback. :)
My thinking about Tour Guide was that you could bank a hero power and use it on the same turn as Fallen Hero or after using Wildfire, which might help make up for the loss in tempo. But I don't feel like this deck necessarily needs to stay on top of the board in the beginning. Things like Firebrand and Devolving Missiles could make up for it.
But I think it may be true that card draw would be a good choice. Maybe I'd drop one potion and one devolving for 2 AIs.