Well, and I would like to share it, because I struggled a lot to get there, so I thought it could help other people that started playing recently, such as I did. I tried all the C’Thun priest lists to no avail. Nazra no longer lets you get away with stalling until you have a gigantic C’Thun to play. I also wouldn’t want to spend 1600 dust on a legendary wild card (Kel’Thuzad. So I thought Quest Mage, if everything goes right, and with some slight modifications, would be able to do the trick. And I got there. Here’s the deck list:
As with any TTK mage deck, the goal is to stall until you can combo off with 4 Sorcerer’s Apprentice and Archmage Antonidas. To do that, you need to keep Nazra’s orcs off the board as often as possible. You won’t be able to do that by with spells turn after turn (after all, freezing is only kind of efficient as the Orcs have Charge). Which is why cards like Blizzard are gone.
Mulligan looking for a turn 2 play. You will need it. If you don’t have one to slow the board down, your chances of even getting close to comboing off are next no none. The 2 power creatures are good because the Orc will attack it more often not (it will always attack Arcanlogist on turn 2 and Shimmering Tenpest will help with the quest). If you don’t have a better play, don’t feel bad about using turn 3 to finish off the Orc with your Heroic Power.
If Nazra starts with Frostwolf Grunt instead of Orc, great! If she does nothing or uses Upgrade, even better (it happens very rarely).
Mid Game:
Here, you will absolutely need luck and drawing into the right cards. Ice Barrier and Ice Block will get you some extra turns to live, while Arcane Intellect and Coldlight Oracle will hopefully dig you into your combo pieces. If you have both, use Oracle first, as it will be bait for the Orcs and its cost doesn’t shrink with Apprentice. Don’t hesitate to use Frost Nova whenever it will save you 6-9 points of damage. If you did a good job on stalling the board up to turn 4, you will be able to cast a Cabalist’s Tome before trying to combo off, and that dramatically increases your chances of winning. Needless to say, you need luck if Tome and Primordial Glyph to draw you into cheap spells. If it gives you further copies of Ice Block, that helps big time. Always get a second Glyph from Glyph if it shows up, since it’s basically a free quest point. Simulacrum for Aprrentice as soon as you can. DO NOT use Counterspellif you draw it, as you will need it to beat Malchezzar.
For the Win!
If luck was on your side, now it’s turn 9 or 10 and you are ready to combo off! Deploy/copy your Apprentices, finish the quest and take the extra turn! By now, Archmage Antonidas must be in your hand (after a while I started keeping it in my initial hand if he appeared, it helps to secure the late game, but it leaves your early game weaker - I’m not sure if it’s the right call. With the combo ready do go and Antonidas on the board, you also need to find and play your Counterspell before finishing off Nazra. The reason for that is once Nazra is gone, your turn is over and Malchezzar will always open with Twisting Nether + Heroic Power. You must counter Nether.
If you managed to get here, it’s GG! Fireball Malchezzar out of existence and go enjoy the party in Karazhan! :)
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Well, and I would like to share it, because I struggled a lot to get there, so I thought it could help other people that started playing recently, such as I did. I tried all the C’Thun priest lists to no avail. Nazra no longer lets you get away with stalling until you have a gigantic C’Thun to play. I also wouldn’t want to spend 1600 dust on a legendary wild card (Kel’Thuzad. So I thought Quest Mage, if everything goes right, and with some slight modifications, would be able to do the trick. And I got there. Here’s the deck list:
Starting Hand:
As with any TTK mage deck, the goal is to stall until you can combo off with 4 Sorcerer’s Apprentice and Archmage Antonidas. To do that, you need to keep Nazra’s orcs off the board as often as possible. You won’t be able to do that by with spells turn after turn (after all, freezing is only kind of efficient as the Orcs have Charge). Which is why cards like Blizzard are gone.
Mulligan looking for a turn 2 play. You will need it. If you don’t have one to slow the board down, your chances of even getting close to comboing off are next no none. The 2 power creatures are good because the Orc will attack it more often not (it will always attack Arcanlogist on turn 2 and Shimmering Tenpest will help with the quest). If you don’t have a better play, don’t feel bad about using turn 3 to finish off the Orc with your Heroic Power.
If Nazra starts with Frostwolf Grunt instead of Orc, great! If she does nothing or uses Upgrade, even better (it happens very rarely).
Mid Game:
Here, you will absolutely need luck and drawing into the right cards. Ice Barrier and Ice Block will get you some extra turns to live, while Arcane Intellect and Coldlight Oracle will hopefully dig you into your combo pieces. If you have both, use Oracle first, as it will be bait for the Orcs and its cost doesn’t shrink with Apprentice. Don’t hesitate to use Frost Nova whenever it will save you 6-9 points of damage. If you did a good job on stalling the board up to turn 4, you will be able to cast a Cabalist’s Tome before trying to combo off, and that dramatically increases your chances of winning. Needless to say, you need luck if Tome and Primordial Glyph to draw you into cheap spells. If it gives you further copies of Ice Block, that helps big time. Always get a second Glyph from Glyph if it shows up, since it’s basically a free quest point. Simulacrum for Aprrentice as soon as you can. DO NOT use Counterspell if you draw it, as you will need it to beat Malchezzar.
For the Win!
If luck was on your side, now it’s turn 9 or 10 and you are ready to combo off! Deploy/copy your Apprentices, finish the quest and take the extra turn! By now, Archmage Antonidas must be in your hand (after a while I started keeping it in my initial hand if he appeared, it helps to secure the late game, but it leaves your early game weaker - I’m not sure if it’s the right call. With the combo ready do go and Antonidas on the board, you also need to find and play your Counterspell before finishing off Nazra. The reason for that is once Nazra is gone, your turn is over and Malchezzar will always open with Twisting Nether + Heroic Power. You must counter Nether.
If you managed to get here, it’s GG! Fireball Malchezzar out of existence and go enjoy the party in Karazhan! :)