This isn't blowing up the meta or anything, but it's a pretty reasonable deck. Has a decent match-up vs. combo because you can play up to 5 mask of c'thuns if need be.
The hero power stuff might look a bit wonky, but it can help me stay alive in the early game, and Fallen Hero is great at giving you HKs with Dawngrasp's hero power.
"Has a decent match-up vs. combo because you can play up to 5 mask of c'thuns if need be."
What combos are you talking about ? The combos I know are done before I get to play my first Mask.
Slow control decks do not have decent machup against combo.
Its a midrange deck, not a slow control deck. You can pressure garrote rogue and mage to slow them down. And questlock does not wanna take 10 damage on turn 7.
I like this - I also felt like a hero power/big spell deck would work if put together correctly. I've been messing around with a list that does include "guitar guy", though. :P
I like keeping him in my back pocket for the late game after playing magister dawngrasp. But this just might be my personal preference and not necessarily better.
The Reckless Apprentices were pretty meh, so I started running Vipers, which are a really great tech in this meta.
Panthera is what I'm kind of questioning now. The cycle is nice, but I probably want something that gives me some actual card draw.
Pandaren Importer maybe? IMO its better than Panthera or the Scorpid in this deck.
Personally, I think we don't want to discover any other spells to dilute the pool for when we drop Magister. Unless you discover non-spell school spells, but there is a risk there.
My experience so far with a similar deck has been good, but I still like Rune of the Archmage... I had a really fun, long and grindy game against a DR priest the other day, and actually what saved me was getting a random Ignite off of the rune... it allowed me to evade fatigue and stay alive to the end.
Haven't had a game like that in a loooong time. I had fun.
The Reckless Apprentices were pretty meh, so I started running Vipers, which are a really great tech in this meta.
Panthera is what I'm kind of questioning now. The cycle is nice, but I probably want something that gives me some actual card draw.
Pandaren Importer maybe? IMO its better than Panthera or the Scorpid in this deck.
Personally, I think we don't want to discover any other spells to dilute the pool for when we drop Magister. Unless you discover non-spell school spells, but there is a risk there.
My experience so far with a similar deck has been good, but I still like Rune of the Archmage... I had a really fun, long and grindy game against a DR priest the other day, and actually what saved me was getting a random Ignite off of the rune... it allowed me to evade fatigue and stay alive to the end.
Haven't had a game like that in a loooong time. I had fun.
When you drop Magister, how often is he "fully charged"? Because if you are missing a spell school the importer can help you with that. But even if you sacrifice some late game power, the importer's role is to get you to the late game. It can also discover Ignite or Wildfire and a lot of other stuff that could be useful in the actual matchup.
The Reckless Apprentices were pretty meh, so I started running Vipers, which are a really great tech in this meta.
Panthera is what I'm kind of questioning now. The cycle is nice, but I probably want something that gives me some actual card draw.
Pandaren Importer maybe? IMO its better than Panthera or the Scorpid in this deck.
Personally, I think we don't want to discover any other spells to dilute the pool for when we drop Magister. Unless you discover non-spell school spells, but there is a risk there.
My experience so far with a similar deck has been good, but I still like Rune of the Archmage... I had a really fun, long and grindy game against a DR priest the other day, and actually what saved me was getting a random Ignite off of the rune... it allowed me to evade fatigue and stay alive to the end.
Haven't had a game like that in a loooong time. I had fun.
When you drop Magister, how often is he "fully charged"? Because if you are missing a spell school the importer can help you with that. But even if you sacrifice some late game power, the importer's role is to get you to the late game. It can also discover Ignite or Wildfire and a lot of other stuff that could be useful in the actual matchup.
True, you make excellent points. It could certainly be worth considering.
The only other issue with discovering spells is that if you pick something that is relatively small in cost, it might accidentally eat up a charge from the ink set that you'd rather land on your bigger spells.
But these are all variables and each game is different. In a perfect world we'll always draw our deck in the correct order, too, but we know that doesn't always work out.
I'm still having a lot of fun with this archetype, so I'll play a few games with different inclusions and see what feels better.
Until Blizzard fixes dawngrasp's being the only hero that can actually shoot himself or his own minions with his battlecry, and similarly for the parrot, I can't view big spell mage as anything more than just for messing around.
Until Blizzard fixes dawngrasp's being the only hero that can actually shoot himself or his own minions with his battlecry, and similarly for the parrot, I can't view big spell mage as anything more than just for messing around.
Which "big" spells are you using that can target your own minions, though?
In standard, your best options are ones that come preloaded with "at enemies" in the text already.
I mean, I don't disagree with your idea, but if they do that, we might end up with more burn mage decks where they build them with fireballs alongside mask of c'thun and whatever else. And I really don't want more burn decks.
Until Blizzard fixes dawngrasp's being the only hero that can actually shoot himself or his own minions with his battlecry, and similarly for the parrot, I can't view big spell mage as anything more than just for messing around.
Which "big" spells are you using that can target your own minions, though?
In standard, your best options are ones that come preloaded with "at enemies" in the text already.
I mean, I don't disagree with your idea, but if they do that, we might end up with more burn mage decks where they build them with fireballs alongside mask of c'thun and whatever else. And I really don't want more burn decks.
A popular build for big spell mage, to my understanding, is using small minions that can discover spells to help fill out the need for smaller spells that help you survive until you are far enough along to break out the big spells (and not already overwhelmed). But oops, now that fireball you used now shoots your own hero, or destroys your parrot you put down last turn, or brain freezes your own minions, etc. I don't see any other deck that penalizes its user for using their classes' cards. Then there's the fact that the iceblood tower can waste spells like arcane overflow if there are no targets, and the 'throw 20 mana of spells at enemies' card can actually be eaten up by harmless spells that do nothing to the enemy despite costing your turn to use.
If you're worried about that extra fireball for burning the opponent, then make dawngrasp only cast things that cost 5 or more.
Until Blizzard fixes dawngrasp's being the only hero that can actually shoot himself or his own minions with his battlecry, and similarly for the parrot, I can't view big spell mage as anything more than just for messing around.
Which "big" spells are you using that can target your own minions, though?
In standard, your best options are ones that come preloaded with "at enemies" in the text already.
I mean, I don't disagree with your idea, but if they do that, we might end up with more burn mage decks where they build them with fireballs alongside mask of c'thun and whatever else. And I really don't want more burn decks.
A popular build for big spell mage, to my understanding, is using small minions that can discover spells to help fill out the need for smaller spells that help you survive until you are far enough along to break out the big spells (and not already overwhelmed). But oops, now that fireball you used now shoots your own hero, or destroys your parrot you put down last turn, or brain freezes your own minions, etc. I don't see any other deck that penalizes its user for using their classes' cards. Then there's the fact that the iceblood tower can waste spells like arcane overflow if there are no targets, and the 'throw 20 mana of spells at enemies' card can actually be eaten up by harmless spells that do nothing to the enemy despite costing your turn to use.
If you're worried about that extra fireball for burning the opponent, then make dawngrasp only cast things that cost 5 or more.
I guess there are different ways to build the deck - personally, I use a version, (much like the one OP posted) that does not discover spells but instead focuses on good minions to help survive the early game, and then the pool of spells won't leave you with a failure rate.
I'm not sure what's popular, but I think iceblood tower is ironically not good in the big spell deck because of the reason you just mentioned. You'll notice it's also missing from the list above.
At any rate, I agree that this deck may not be meta defining or even really competitive, but I'm still having fun with it and it can win games around D5+, so... I'm satisfied with that.
If it got popular and all the pros were playing it then it'd just get nerfed completely out of existence... so maybe it's good right where it is.
It’s a fun archetype, I’m messing around with it in wild Right now and while I lose many games the victories are great. Best way to go seems reno shell with ink set naga sand witch and hero power stuff
Since the Mage buffs I am having a lot of fun and decent success (>50% WR at mid-high legend) with Hero Power / Big Spell mage. The main big spell is Rune of the Archmage, where the goal is to cheat it with Clumsy Courier and maybe repeat with the Parrot. The deck is very light on spells: 2x Wildfire, 2x Build a Snowman as our frost spell (I find it better than Ice Barrier and there were games were I cheated out the 9/9 snowman and re-cast it with a Courier), 2x Arcane Overflow as our arcane spell (because it always hits enemies) and 2x Mask of C'Thun (shadow). As for minions, only the hero power related ones + big spell ones. No discovery whatsoever so the only possible 'random' outcome from Dawngrasp is in some cases which snowman he casts (if you have played more than just the 3-cost one). Most games however are won or lost by being able (or not) to play an active Mordresh on curve
Since the Mage buffs I am having a lot of fun and decent success (>50% WR at mid-high legend) with Hero Power / Big Spell mage. The main big spell is Rune of the Archmage, where the goal is to cheat it with Clumsy Courier and maybe repeat with the Parrot. The deck is very light on spells: 2x Wildfire, 2x Build a Snowman as our frost spell (I find it better than Ice Barrier and there were games were I cheated out the 9/9 snowman and re-cast it with a Courier), 2x Arcane Overflow as our arcane spell (because it always hits enemies) and 2x Mask of C'Thun (shadow). As for minions, only the hero power related ones + big spell ones. No discovery whatsoever so the only possible 'random' outcome from Dawngrasp is in some cases which snowman he casts (if you have played more than just the 3-cost one). Most games however are won or lost by being able (or not) to play an active Mordresh on curve
Do you mind positing your list? I'm curious how that one looks.
With wildfire and build a snowman, you probably don't bother running deepwater evoker or balinda stonehearth?
I find that usually the big armour gain from deepwater evoker is one of the main things that helps me get across the finish line, so to speak (getting to the big spells), because often times the minion presence still isn't enough to get through the early game against stuff like pirate warrior. Once they have the hatchet online and drop defias canonneer, the damage just stacks up too fast.
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This isn't blowing up the meta or anything, but it's a pretty reasonable deck. Has a decent match-up vs. combo because you can play up to 5 mask of c'thuns if need be.
The hero power stuff might look a bit wonky, but it can help me stay alive in the early game, and Fallen Hero is great at giving you HKs with Dawngrasp's hero power.
U should also play the guitar guy legendary I guess.
"Has a decent match-up vs. combo because you can play up to 5 mask of c'thuns if need be."
What combos are you talking about ? The combos I know are done before I get to play my first Mask.
Slow control decks do not have decent machup against combo.
Its a midrange deck, not a slow control deck. You can pressure garrote rogue and mage to slow them down. And questlock does not wanna take 10 damage on turn 7.
Not a great match up, but winnable.
Too greedy and hard to set up.
I like this - I also felt like a hero power/big spell deck would work if put together correctly. I've been messing around with a list that does include "guitar guy", though. :P
I like keeping him in my back pocket for the late game after playing magister dawngrasp. But this just might be my personal preference and not necessarily better.
The Reckless Apprentices were pretty meh, so I started running Vipers, which are a really great tech in this meta.
Panthera is what I'm kind of questioning now. The cycle is nice, but I probably want something that gives me some actual card draw.
Pandaren Importer maybe? IMO its better than Panthera or the Scorpid in this deck.
Personally, I think we don't want to discover any other spells to dilute the pool for when we drop Magister. Unless you discover non-spell school spells, but there is a risk there.
My experience so far with a similar deck has been good, but I still like Rune of the Archmage... I had a really fun, long and grindy game against a DR priest the other day, and actually what saved me was getting a random Ignite off of the rune... it allowed me to evade fatigue and stay alive to the end.
Haven't had a game like that in a loooong time. I had fun.
When you drop Magister, how often is he "fully charged"? Because if you are missing a spell school the importer can help you with that. But even if you sacrifice some late game power, the importer's role is to get you to the late game. It can also discover Ignite or Wildfire and a lot of other stuff that could be useful in the actual matchup.
Dawn need to be buffed to be any good and wildfire needs to work with it
True, you make excellent points. It could certainly be worth considering.
The only other issue with discovering spells is that if you pick something that is relatively small in cost, it might accidentally eat up a charge from the ink set that you'd rather land on your bigger spells.
But these are all variables and each game is different. In a perfect world we'll always draw our deck in the correct order, too, but we know that doesn't always work out.
I'm still having a lot of fun with this archetype, so I'll play a few games with different inclusions and see what feels better.
I really hope this deck can become good in a few expansions time, but as of now all big spells are so bad...
The big spells are pretty good, but they don't really do what you want them to do most of the time and they don't stack very well.
Updated my list with Rustrot Viper. This deck really struggles against Warlock without it.
Until Blizzard fixes dawngrasp's being the only hero that can actually shoot himself or his own minions with his battlecry, and similarly for the parrot, I can't view big spell mage as anything more than just for messing around.
Which "big" spells are you using that can target your own minions, though?
In standard, your best options are ones that come preloaded with "at enemies" in the text already.
I mean, I don't disagree with your idea, but if they do that, we might end up with more burn mage decks where they build them with fireballs alongside mask of c'thun and whatever else. And I really don't want more burn decks.
A popular build for big spell mage, to my understanding, is using small minions that can discover spells to help fill out the need for smaller spells that help you survive until you are far enough along to break out the big spells (and not already overwhelmed). But oops, now that fireball you used now shoots your own hero, or destroys your parrot you put down last turn, or brain freezes your own minions, etc. I don't see any other deck that penalizes its user for using their classes' cards. Then there's the fact that the iceblood tower can waste spells like arcane overflow if there are no targets, and the 'throw 20 mana of spells at enemies' card can actually be eaten up by harmless spells that do nothing to the enemy despite costing your turn to use.
If you're worried about that extra fireball for burning the opponent, then make dawngrasp only cast things that cost 5 or more.
I guess there are different ways to build the deck - personally, I use a version, (much like the one OP posted) that does not discover spells but instead focuses on good minions to help survive the early game, and then the pool of spells won't leave you with a failure rate.
I'm not sure what's popular, but I think iceblood tower is ironically not good in the big spell deck because of the reason you just mentioned. You'll notice it's also missing from the list above.
At any rate, I agree that this deck may not be meta defining or even really competitive, but I'm still having fun with it and it can win games around D5+, so... I'm satisfied with that.
If it got popular and all the pros were playing it then it'd just get nerfed completely out of existence... so maybe it's good right where it is.
It’s a fun archetype, I’m messing around with it in wild Right now and while I lose many games the victories are great. Best way to go seems reno shell with ink set naga sand witch and hero power stuff
Since the Mage buffs I am having a lot of fun and decent success (>50% WR at mid-high legend) with Hero Power / Big Spell mage. The main big spell is Rune of the Archmage, where the goal is to cheat it with Clumsy Courier and maybe repeat with the Parrot. The deck is very light on spells: 2x Wildfire, 2x Build a Snowman as our frost spell (I find it better than Ice Barrier and there were games were I cheated out the 9/9 snowman and re-cast it with a Courier), 2x Arcane Overflow as our arcane spell (because it always hits enemies) and 2x Mask of C'Thun (shadow). As for minions, only the hero power related ones + big spell ones. No discovery whatsoever so the only possible 'random' outcome from Dawngrasp is in some cases which snowman he casts (if you have played more than just the 3-cost one). Most games however are won or lost by being able (or not) to play an active Mordresh on curve
Do you mind positing your list? I'm curious how that one looks.
With wildfire and build a snowman, you probably don't bother running deepwater evoker or balinda stonehearth?
I find that usually the big armour gain from deepwater evoker is one of the main things that helps me get across the finish line, so to speak (getting to the big spells), because often times the minion presence still isn't enough to get through the early game against stuff like pirate warrior. Once they have the hatchet online and drop defias canonneer, the damage just stacks up too fast.