At rank 10-5 you need to look at your match ups. What are you facing most often?
Probably Hunter and DR Rogue.
So there are 2 options here. If you're going to play mage you need to be able to sustain until you can draw your win condition.
The way to do that is taunt with heal. Best 2 cards for this are the Khartut Defender and Zilliax. So drop the big cards that are only going to win with High rolls and start going lower.
You're going to need a Doomsayer as well. There's no replacing this card.
The next step is figuring out how to beat Necrium Apothecary. The best way is to Polymorph it. Either you hope to draw Zephrys or you tech in Polymorph. I'd say go ahead and add Polymorph. It won't help you win against Shaman, but you may as well hope not to face as many since they are also losing to Aggro.
Hope this helps! Cheers!
Feel free to add me ADXE #1962
What was option #2? Spend a lot of money.
And always remember to Mulligan hard for your matchups.
ADXE, I am still such a newb at this particular game I don't know how to add friends lol. Any friends I have added me so far. I will go try to figure that out now if I can.
Here's the deck I created that got me to rank 10 in case it helps anyone else. With all the 1 health minions you see early in certain decks, I thought to add Blast Wave. Turns out it adds significant value with clear and cards, you just need to play your other cards around it. But quite often the perfect situation is just presented. The deck name is as much of a mashup as the deck.
Adding friends is on the bottom left ingame. You need their name and battletag. For example, Lanko#1418. Then they have to accept it.
Also, if you play against a friend, you can also borrow their decks when playing against them, so you can play with different stuff too! And they can play with your decks as well.
As for the deck, the mana curve seems very high, and if your problem is being Aggro, I'd consider putting secrets like Ice Barrier and a taunt like Rotten Applebaum along Khartut. Maybe Flamestrike can go. And Acidic Swamp Ooze if weapons are really being that problematic. And all these are Common.
The Pilgrim is really good as it casts a copy from a card, so it means you can still use it again later. Obviously best spells for him are non-targeted like Power of Creation, Blizzard or that only hits enemies like Cinderstorm and Flamestrike and Yogg Saron's Puzzle Box , which can save you games, though I'm not sure if I would craft it.
Funny, i don't yet have an Ice Barrier, noticed that today when I went looking for it. Will review what to remove for Swamp Ooze and or Rotten (also don't own).
Right, somewhere along the line I forgot she cast a copy of the spell. I own both her and Puzzle.
ADXE, I am still such a newb at this particular game I don't know how to add friends lol. Any friends I have added me so far. I will go try to figure that out now if I can.
Here's the deck I created that got me to rank 10 in case it helps anyone else. With all the 1 health minions you see early in certain decks, I thought to add Blast Wave. Turns out it adds significant value with clear and cards, you just need to play your other cards around it. But quite often the perfect situation is just presented. The deck name is as much of a mashup as the deck.
Some of these are weird choices. You can probably afford to drop Bone Wraith, Spellkin, Vulpera, Scalerider's also kind of low impact. I'd say Vex Crow if you keep Spellkin, Dragon Breeder is amazing with Alex, I'd also say consider Youthful Brewmaster for the same reason as Dragon Breeder (you can't run doubles so just bounce them back and play them again, especially Zephrys).
I crafted much of the Dragon Mage deck but it was what I was hoping to play even before the expansion came out. Also bought the Medivh hero to enjoy playing this class for the first time. I had 5 wins with Mage for the two years prior and am now close to 200 wins with it. Missing many of the epics for this deck, including Roaring Fireball, even though I’ve opened almost 120 Descent of Dragons packs.
I was lucky in unboxing Dragonqueen Alexstrasza and Malygos, Aspect of Magic. Plus I had over 20,000 dust to use on various archetypes. Ended up crafting numerous golden classic legendaries and several for this deck. The legendaries for this deck were Siamat, Zephyr’s, Luna’s Pocket Galaxy, Reno the Relicologist, Alexstrasza (Golden), and Brightwing (Golden).
It was difficult for me to climb the ladder in the lower ranks without Luna’s Pocket Galaxy. I think it’s pivotal to this deck because one cost minions will straight up win you games. You would need to craft it if you want this deck to function well. I know it rotates in four months but you won’t do exceptionally well in this meta without it. Plus you can get Luna’s from Tortollan Pilgrim. Brightwing might also be a good addition for the dragon synergy if you happen to unbox one.
I just hit rank 13 and I’m missing several legendaries including Kalecgos, Zilliax, and Frizz. At least you’ve got Frizz covered. This is a very expensive deck to put together. So you must decide if you like it enough to play for an entire expansion. I personally love it but the individual powerhouse cards are all necessary to rank up.
Thanks SinAscendant, I was after weird, strange, unusual… I prefer unconventional ;) I built this from scratch and it has changed dozens of times as I have tuned it for what I have seen in game. It will change again many more times yet. I wanted a deck I created, that I didn't have to craft many cards for and one where I knew why every card was in there.
Bone Wraith was added recently. I needed early help against aggro and weapons, she takes out several small minions usually and buys me some time to get going.
Spellkin I am still not completely sold on, but it's a dragon, has a 5 cost which allows more than one card play that turn or mid play with usually some damage 1 cost spells to assist.
Vulpera is an early drop that survives a 2 attack and I get to discover a spell effective against my opponent and the given situation. Also is a sub in for Magic Trick which I don't yet have... will consider that for sure.
Scalerider I like quite a bit, it adds more speed and takes out an early minion most of the time.
Blast Wave was added recently due to the Hunter 7x 1/1 rush, Pirate Warrior and Warlock's invoke 1/1s mostly. It worked out really well so far I think.
I had Youthful Brewmaster in to try to bounce Frizz but it rarely if ever happened. But that was before I had Zeph, so definitely worth considering again. But bouncing anything else probably loses you momentum in most cases is the conclusion I came to when I pulled it from the deck. The game is relentless now and you can't take any turns off full gas.
Don't take this as arguing, I am just explaining some of the reasoning behind my choices... at this moment in time... subject to change and correction.
Bluefin, I do wish I had pocket galaxy and zilliax, I just can't do it this close to rotation out. But again, galaxy costs you a turn and will set you back in the game. Hopefully you can pull enough 1 cost creatures fast enough to retake the momentum but maybe not. Yes, if you can use Dragoncaster it's free, but you also aren't clearing with that free card like I find I am most often doing. You can't play Pillgrim until turn 8 and giving up momentum on turn 8 to hope to get it back 3-5 turns later is a gamble. By turn 8 there's almost a 40% chance Galaxy is already in your hand. I am trying to make this deck faster early and this was one thing I decided not to chase... Hard choice I may go back on.
Again I am not trying to put together any posted deck, I want to create my own... with advice from you all which has been very valuable :).
I thought I was trying to climb a hill to get to rank 10... turns out it was just the crest of one of many waves.
I think Bone Wraith is solid considering you're mainly budgeting the deck and it's a solid drop against aggro. Or even against two big things as long as they can't remove it from hand.
Scalerider is decent too.
You know, I like your thought process, Blast Wave against Quest Hunter is actually fantastic, and it's also good against the legions of lackeys out there, and even Token Druid.
Vulpera I guess it's better than other options, after all it's still a discover.
Sadly, I think I wouldn't craft Pocket Galaxy or Zilliax either since it's 4 months from rotation.
I actually see you don't also have Arcane Intellect, and since you're mostly heavy on mana cost and have very few things doing early, it's a good idea to just draw more resources and thin the deck a little for things you might actually need. It also synergizes with Twilight Drake and post-Frizz to get to your dragons faster.
Speaking of him, considering you only have 7 dragons and 2 or 3 of them don't actually cost much, and most can also come down the turn after Frizz is played, Frizz could actually be a candidate for moving out, as much as the effect looks cool and that he's a shiny. The times you highroll an Alex on turn 7 may disguise the times he's mostly a 5/4 vanilla.
Ha! I wanted to state Frizz is close to getting booted since only one activation is definitely helpful but not huge. What has held me back so far is he's also a 5/4. I figured I'd get roasted for suggesting he might get the boot, thanks for breaking the ice. I think I will try to make a non-dragon version of this deck... Maggrolander soon.
I don't know if it's been a streak or not, but I have been surprised how often Blast Wave begats another Blast Wave too.
Good defense of Arcane Intellect, I will keep trying to get that back in.
I had a look at the deck you posted and thought about how I would craft a deck without Kalecgos or Luna's Pocket Galaxy.
Successful decks tend to be those that can exploit mana cheating. The tool you have at your disposal is Frizz Kindleroost. For this card to be worthwhile you need a lot of dragons, I've put in 12. The other ways to cheat mana you can use are Conjurer's Calling and Mana Giant. With quite a few cards that discover other cards that giant won't cost much at all. With dragons costed 2 less and and a discounted giant there are plenty of targets for Conjurer's Calling.
That leaves 2 slots. I've put in Vulpera Scoundrel and Siamat. I highly recommend Siamat but if you don't have it you could put in a tech card to help with your matchups like Polymorph.
Thanks SinAscendant, I was after weird, strange, unusual… I prefer unconventional ;) I built this from scratch and it has changed dozens of times as I have tuned it for what I have seen in game. It will change again many more times yet. I wanted a deck I created, that I didn't have to craft many cards for and one where I knew why every card was in there.
Bone Wraith was added recently. I needed early help against aggro and weapons, she takes out several small minions usually and buys me some time to get going.
Spellkin I am still not completely sold on, but it's a dragon, has a 5 cost which allows more than one card play that turn or mid play with usually some damage 1 cost spells to assist.
Vulpera is an early drop that survives a 2 attack and I get to discover a spell effective against my opponent and the given situation. Also is a sub in for Magic Trick which I don't yet have... will consider that for sure.
Scalerider I like quite a bit, it adds more speed and takes out an early minion most of the time.
Blast Wave was added recently due to the Hunter 7x 1/1 rush, Pirate Warrior and Warlock's invoke 1/1s mostly. It worked out really well so far I think.
I had Youthful Brewmaster in to try to bounce Frizz but it rarely if ever happened. But that was before I had Zeph, so definitely worth considering again. But bouncing anything else probably loses you momentum in most cases is the conclusion I came to when I pulled it from the deck. The game is relentless now and you can't take any turns off full gas.
Don't take this as arguing, I am just explaining some of the reasoning behind my choices... at this moment in time... subject to change and correction.
Bluefin, I do wish I had pocket galaxy and zilliax, I just can't do it this close to rotation out. But again, galaxy costs you a turn and will set you back in the game. Hopefully you can pull enough 1 cost creatures fast enough to retake the momentum but maybe not. Yes, if you can use Dragoncaster it's free, but you also aren't clearing with that free card like I find I am most often doing. You can't play Pillgrim until turn 8 and giving up momentum on turn 8 to hope to get it back 3-5 turns later is a gamble. By turn 8 there's almost a 40% chance Galaxy is already in your hand. I am trying to make this deck faster early and this was one thing I decided not to chase... Hard choice I may go back on.
Again I am not trying to put together any posted deck, I want to create my own... with advice from you all which has been very valuable :).
I thought I was trying to climb a hill to get to rank 10... turns out it was just the crest of one of many waves.
Nah it's cool, just I'm at rank11 right now because I've been too busy with Battlegrounds to climb this month, and I'm seeing completely different decks, half of which sit there and don't do anything until turn 4. Today it was 3 deathrattle rogues, one Gala shammy, a quest Druid, and Gala Warlock. Honestly the rogues made me want to tech in silence because one deathrattle means a hand of 4/4 tokens for them in the best case scenario
One thing I always check when making a deck is the curve. If you look at the curve you always want to count the number of cards you have above 4 and below 4. You should always have a higher amount of low cost cards. If you are top heavy, then you will end up conceding way too many games just because you drew bad. Imagine any deck you play against will have cards on the board by turn 4 and in some cases you will have played none.
With mage this is somewhat acceptable because it's not a fast deck. But keep in mind a 1-2 cost card can be as valuable as any 5 cost card in that it can trade early and keep you in the game. Where a 5 cost card is going to sit in your hand with the other 5 cost cards.
I can't tell you how many times I've conceded with a handful of 5-6 cost cards that do nothing.
Thanks, makes sense. Making moves in that direction all week but still a little late heavy. Co jurors Calling and Flamestrike out for Arcane Intellect and Ooze.
I can't drop Power of Creation. One of my main designed win conditions is let the enemy fill up his board and freeze them. Take out his taunts and then use your bully's from Power of Creation and DragQueen to bash his face in with his hands tied several sequential rounds. Freeze can be better than clear.
That's why I am so heavy on the spell draw and makes Blast Wave like Christmas.
I am almost convinced at this point to testing if Cone of Cold can fit in somehow.
The main problem with Highlander Mage is that the nerfs to Shaman did absolutely nothing for the deck. Shaman retains all of its value after the nerfs, it's just slightly slower, giving aggro a much better chance. Shaman isn't bothered by a slightly slower start against Mage and we're still unfavoured against the aggro that is rising.
Totally agree. But Shaman I can usually handle, Hunter I can't. 33 matches tracked at rank 10-9, 45% win rate, 100% vs Shaman, 16% vs Hunter. Hunter is the most common enemy at 38%. I am having trouble with Priest too. Only my matches on my laptop are being track, not my phone... so I have probably twice that many in.
I crafted Doomsayer and am trying him out. He's hit the board 3 times and hasn't gone off yet. Though, one time vs. a Priest the Priest ended up clearing that board of all minions in response. He had 6 minions out, 2 of which did 3 damage when they died and he forced all minions to attach each other lol.
Going back over ereryone's posts again. Lots of great info to consider again. Missed Bonemasher's, thanks, lots of food for thought. I am missing Siamat for sure and I think Dragonmaw Scorcher and Proud Defender. I will have a look.
I'm winning games you need to play the deck slot more and look at apxvoids mage deck and streams.
At rank 10-5 you need to look at your match ups. What are you facing most often?
Probably Hunter and DR Rogue.
So there are 2 options here. If you're going to play mage you need to be able to sustain until you can draw your win condition.
The way to do that is taunt with heal. Best 2 cards for this are the Khartut Defender and Zilliax. So drop the big cards that are only going to win with High rolls and start going lower.
You're going to need a Doomsayer as well. There's no replacing this card.
The next step is figuring out how to beat Necrium Apothecary. The best way is to Polymorph it. Either you hope to draw Zephrys or you tech in Polymorph. I'd say go ahead and add Polymorph. It won't help you win against Shaman, but you may as well hope not to face as many since they are also losing to Aggro.
Hope this helps! Cheers!
Feel free to add me ADXE #1962
What was option #2? Spend a lot of money.
And always remember to Mulligan hard for your matchups.
Awesome, thanks. Thought I had a deck to go the distance, turns out each leg of the course takes more adaptation :)
I'm playing at rank 5 if you want to watch some games. I'll play Highlander Mage if you want.
ADXE, I am still such a newb at this particular game I don't know how to add friends lol. Any friends I have added me so far. I will go try to figure that out now if I can.
Here's the deck I created that got me to rank 10 in case it helps anyone else. With all the 1 health minions you see early in certain decks, I thought to add Blast Wave. Turns out it adds significant value with clear and cards, you just need to play your other cards around it. But quite often the perfect situation is just presented. The deck name is as much of a mashup as the deck.
Going to look at Doomsayer next.
Adding friends is on the bottom left ingame. You need their name and battletag. For example, Lanko#1418. Then they have to accept it.
Also, if you play against a friend, you can also borrow their decks when playing against them, so you can play with different stuff too! And they can play with your decks as well.
As for the deck, the mana curve seems very high, and if your problem is being Aggro, I'd consider putting secrets like Ice Barrier and a taunt like Rotten Applebaum along Khartut. Maybe Flamestrike can go. And Acidic Swamp Ooze if weapons are really being that problematic. And all these are Common.
The Pilgrim is really good as it casts a copy from a card, so it means you can still use it again later. Obviously best spells for him are non-targeted like Power of Creation, Blizzard or that only hits enemies like Cinderstorm and Flamestrike and Yogg Saron's Puzzle Box , which can save you games, though I'm not sure if I would craft it.
Found it and added ADXE, watching him now.
Funny, i don't yet have an Ice Barrier, noticed that today when I went looking for it. Will review what to remove for Swamp Ooze and or Rotten (also don't own).
Right, somewhere along the line I forgot she cast a copy of the spell. I own both her and Puzzle.
Some of these are weird choices. You can probably afford to drop Bone Wraith, Spellkin, Vulpera, Scalerider's also kind of low impact. I'd say Vex Crow if you keep Spellkin, Dragon Breeder is amazing with Alex, I'd also say consider Youthful Brewmaster for the same reason as Dragon Breeder (you can't run doubles so just bounce them back and play them again, especially Zephrys).
I crafted much of the Dragon Mage deck but it was what I was hoping to play even before the expansion came out. Also bought the Medivh hero to enjoy playing this class for the first time. I had 5 wins with Mage for the two years prior and am now close to 200 wins with it. Missing many of the epics for this deck, including Roaring Fireball, even though I’ve opened almost 120 Descent of Dragons packs.
I was lucky in unboxing Dragonqueen Alexstrasza and Malygos, Aspect of Magic. Plus I had over 20,000 dust to use on various archetypes. Ended up crafting numerous golden classic legendaries and several for this deck. The legendaries for this deck were Siamat, Zephyr’s, Luna’s Pocket Galaxy, Reno the Relicologist, Alexstrasza (Golden), and Brightwing (Golden).
It was difficult for me to climb the ladder in the lower ranks without Luna’s Pocket Galaxy. I think it’s pivotal to this deck because one cost minions will straight up win you games. You would need to craft it if you want this deck to function well. I know it rotates in four months but you won’t do exceptionally well in this meta without it. Plus you can get Luna’s from Tortollan Pilgrim. Brightwing might also be a good addition for the dragon synergy if you happen to unbox one.
I just hit rank 13 and I’m missing several legendaries including Kalecgos, Zilliax, and Frizz. At least you’ve got Frizz covered. This is a very expensive deck to put together. So you must decide if you like it enough to play for an entire expansion. I personally love it but the individual powerhouse cards are all necessary to rank up.
Thanks SinAscendant, I was after weird, strange, unusual… I prefer unconventional ;) I built this from scratch and it has changed dozens of times as I have tuned it for what I have seen in game. It will change again many more times yet. I wanted a deck I created, that I didn't have to craft many cards for and one where I knew why every card was in there.
Bone Wraith was added recently. I needed early help against aggro and weapons, she takes out several small minions usually and buys me some time to get going.
Spellkin I am still not completely sold on, but it's a dragon, has a 5 cost which allows more than one card play that turn or mid play with usually some damage 1 cost spells to assist.
Vulpera is an early drop that survives a 2 attack and I get to discover a spell effective against my opponent and the given situation. Also is a sub in for Magic Trick which I don't yet have... will consider that for sure.
Scalerider I like quite a bit, it adds more speed and takes out an early minion most of the time.
Blast Wave was added recently due to the Hunter 7x 1/1 rush, Pirate Warrior and Warlock's invoke 1/1s mostly. It worked out really well so far I think.
I had Youthful Brewmaster in to try to bounce Frizz but it rarely if ever happened. But that was before I had Zeph, so definitely worth considering again. But bouncing anything else probably loses you momentum in most cases is the conclusion I came to when I pulled it from the deck. The game is relentless now and you can't take any turns off full gas.
Don't take this as arguing, I am just explaining some of the reasoning behind my choices... at this moment in time... subject to change and correction.
Bluefin, I do wish I had pocket galaxy and zilliax, I just can't do it this close to rotation out. But again, galaxy costs you a turn and will set you back in the game. Hopefully you can pull enough 1 cost creatures fast enough to retake the momentum but maybe not. Yes, if you can use Dragoncaster it's free, but you also aren't clearing with that free card like I find I am most often doing. You can't play Pillgrim until turn 8 and giving up momentum on turn 8 to hope to get it back 3-5 turns later is a gamble. By turn 8 there's almost a 40% chance Galaxy is already in your hand. I am trying to make this deck faster early and this was one thing I decided not to chase... Hard choice I may go back on.
Again I am not trying to put together any posted deck, I want to create my own... with advice from you all which has been very valuable :).
I thought I was trying to climb a hill to get to rank 10... turns out it was just the crest of one of many waves.
I think Bone Wraith is solid considering you're mainly budgeting the deck and it's a solid drop against aggro. Or even against two big things as long as they can't remove it from hand.
Scalerider is decent too.
You know, I like your thought process, Blast Wave against Quest Hunter is actually fantastic, and it's also good against the legions of lackeys out there, and even Token Druid.
Vulpera I guess it's better than other options, after all it's still a discover.
Sadly, I think I wouldn't craft Pocket Galaxy or Zilliax either since it's 4 months from rotation.
I actually see you don't also have Arcane Intellect, and since you're mostly heavy on mana cost and have very few things doing early, it's a good idea to just draw more resources and thin the deck a little for things you might actually need. It also synergizes with Twilight Drake and post-Frizz to get to your dragons faster.
Speaking of him, considering you only have 7 dragons and 2 or 3 of them don't actually cost much, and most can also come down the turn after Frizz is played, Frizz could actually be a candidate for moving out, as much as the effect looks cool and that he's a shiny. The times you highroll an Alex on turn 7 may disguise the times he's mostly a 5/4 vanilla.
Ha! I wanted to state Frizz is close to getting booted since only one activation is definitely helpful but not huge. What has held me back so far is he's also a 5/4. I figured I'd get roasted for suggesting he might get the boot, thanks for breaking the ice. I think I will try to make a non-dragon version of this deck... Maggrolander soon.
I don't know if it's been a streak or not, but I have been surprised how often Blast Wave begats another Blast Wave too.
Good defense of Arcane Intellect, I will keep trying to get that back in.
I had a look at the deck you posted and thought about how I would craft a deck without Kalecgos or Luna's Pocket Galaxy.
Successful decks tend to be those that can exploit mana cheating. The tool you have at your disposal is Frizz Kindleroost. For this card to be worthwhile you need a lot of dragons, I've put in 12. The other ways to cheat mana you can use are Conjurer's Calling and Mana Giant. With quite a few cards that discover other cards that giant won't cost much at all. With dragons costed 2 less and and a discounted giant there are plenty of targets for Conjurer's Calling.
Of course include Zephrys the Great and Reno the Relicologist.
To round out the deck you need to defend against aggro, best options are Doomsayer, along with a secrets package to get Flame Ward in play. I've used Ancient Mysteries, Flame Ward, Ice Barrier, also Arcane Keysmith. I thought you could include Proud Defender over Bone Wraith, does more damage as a 4/6 lone minion.
Big spells Rolling Fireball, Blizzard and Flamestrike. With all your dragons Arcane Breath and Firetree Witchdoctor.
That leaves 2 slots. I've put in Vulpera Scoundrel and Siamat. I highly recommend Siamat but if you don't have it you could put in a tech card to help with your matchups like Polymorph.
This is the deck code:
AAECAaXDAx6KAckD4QTtBOwHjQi+7ALoiQPsiQPolAODlgPCmQOloQP8owOSpAO/pAOEpwP0qwP1rAP6rAP9rAOXrQOwrQPsrwOIsAPnsAOBsQOFsQORsQPhtgMAAA==
Edit: I've played a couple of games and won, seems fun with plenty of options.
Nah it's cool, just I'm at rank11 right now because I've been too busy with Battlegrounds to climb this month, and I'm seeing completely different decks, half of which sit there and don't do anything until turn 4. Today it was 3 deathrattle rogues, one Gala shammy, a quest Druid, and Gala Warlock. Honestly the rogues made me want to tech in silence because one deathrattle means a hand of 4/4 tokens for them in the best case scenario
One thing I always check when making a deck is the curve. If you look at the curve you always want to count the number of cards you have above 4 and below 4. You should always have a higher amount of low cost cards. If you are top heavy, then you will end up conceding way too many games just because you drew bad. Imagine any deck you play against will have cards on the board by turn 4 and in some cases you will have played none.
With mage this is somewhat acceptable because it's not a fast deck. But keep in mind a 1-2 cost card can be as valuable as any 5 cost card in that it can trade early and keep you in the game. Where a 5 cost card is going to sit in your hand with the other 5 cost cards.
I can't tell you how many times I've conceded with a handful of 5-6 cost cards that do nothing.
Some cards to consider adding -
Faerie Dragon , Dragon Breeder , Transmogrifier , Learn Draconic
taking out -
Power of Creation , Conjurer's Calling ,
Rank 9-2*
Thanks, makes sense. Making moves in that direction all week but still a little late heavy. Co jurors Calling and Flamestrike out for Arcane Intellect and Ooze.
I can't drop Power of Creation. One of my main designed win conditions is let the enemy fill up his board and freeze them. Take out his taunts and then use your bully's from Power of Creation and DragQueen to bash his face in with his hands tied several sequential rounds. Freeze can be better than clear.
That's why I am so heavy on the spell draw and makes Blast Wave like Christmas.
I am almost convinced at this point to testing if Cone of Cold can fit in somehow.
The main problem with Highlander Mage is that the nerfs to Shaman did absolutely nothing for the deck. Shaman retains all of its value after the nerfs, it's just slightly slower, giving aggro a much better chance. Shaman isn't bothered by a slightly slower start against Mage and we're still unfavoured against the aggro that is rising.
Totally agree. But Shaman I can usually handle, Hunter I can't. 33 matches tracked at rank 10-9, 45% win rate, 100% vs Shaman, 16% vs Hunter. Hunter is the most common enemy at 38%. I am having trouble with Priest too. Only my matches on my laptop are being track, not my phone... so I have probably twice that many in.
I crafted Doomsayer and am trying him out. He's hit the board 3 times and hasn't gone off yet. Though, one time vs. a Priest the Priest ended up clearing that board of all minions in response. He had 6 minions out, 2 of which did 3 damage when they died and he forced all minions to attach each other lol.
Going back over ereryone's posts again. Lots of great info to consider again. Missed Bonemasher's, thanks, lots of food for thought. I am missing Siamat for sure and I think Dragonmaw Scorcher and Proud Defender. I will have a look.
Crafted and put Ice Barrier in.
Yup, Hunter is abaolutely killing me. Doing decent vs everyone else. Going to keep trying but it's tough.