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    posted a message on AMAZING!!! Firebat's Mecha'thun OTK - ENJOY

    I played against this, and unfortunately for me I was on my Warlock Mecha'Thun OTK and 3 Psychic Screams made sure the Priest reached fatigue way before me :) An impressive bit of theorycrafting.

    Posted in: General Discussion
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    posted a message on New Legendary Mage Spell - Luna's Pocket Galaxy

    Don't count this card out just yet. Atm is the time in the meta just after release where aggro reigns supreme... even Shudderwocks have disappeared because they can't outpace Zoolocks and other swarming decks. It happens every expansion, it takes time for combo/control decks to be refined enough to fight back, and I do think big mage with LPG will have a place somewhere.

    Posted in: Card Discussion
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    posted a message on I haven't seen a Shudderwock in 2 days and I love the game again

    Title says it all really :)

     

    Posted in: General Discussion
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    posted a message on Zananananan's Boomsday Exodia Mage Theorycraft

    That's exactly what I was thinking about this deck, Witchwood Piper always felt like such a waste of mana, even if it gave you Artificer you only had 5 mana left to survive...

    Arcane Intellect + Reaserch Project x 2 = you drew 1/5th of your deck and you still have mana left over for a frost nova!

    Posted in: Zananananan's Boomsday Exodia Mage Theorycraft
  • -1

    posted a message on DisguisedToast's Boomsday Tempo Mage Theorycraft

    Toast, man, big fan, but why? Unexpected Results? Really?

    Posted in: DisguisedToast's Boomsday Tempo Mage Theorycraft
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    posted a message on BOOM! You're dead

    And if Tony doesn't show up, or is polymorphed/silenced/killed in 1 turn?

    Posted in: BOOM! You're dead
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    posted a message on BOOM! You're dead

    You added so much Spell Power, but you forgot the spells mate :)

    Posted in: BOOM! You're dead
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    posted a message on Boom Tempo

    This contains less damage/board presence than the current version of the deck, substituting it for marginally more efficient draw and the chance to buff 1 spell by 2... Deck Building 101: Don't add new cards just to add new cards.

    Posted in: Boom Tempo
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    posted a message on Trying to find a Tier 1 Mage Deck (Standard or Wild). Any hope?

    It's hard to say because what is "tier 1" depends less on the deck itself than on the meta as a whole.

    F.e. in Standard, Burn Mage is a sleek express pain delivery service, from your hand directly to the opponent's face, but due to the dominance of control decks with high healing/armor stacking (Shudderwock, Maly Druids), it has been struggling.

    Since BDP has given us a couple Spell Power cards and more efficient ways to draw (Reaserch Project/Luna), the deck will become a lot better. But how it'll do in general will depend on whether aggro mech decks manage to push back against Druid/Shaman. If they do, aggro mage will find a comfortable place alongside them as a tier 1-ish deck. 

    Posted in: Mage
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    posted a message on Mecha Freeze Mage

    I've never played Quest Mage, but I have extensive experience with Questless Exodia (2xSimulacrum, Layline Manipulator), and on that basis I'd say you don't have nearly enough freeze to survive vs aggro.

    Can't comment on how many turns you need to complete the combo and how consistent it would be. Questless Exodia is typically very good at outpacing Shudderwock, Quest Warrior and most Druids, has a decent shot against midrange decks (Kingsbane Rogue, Egg Hunter, EvenLock etc), and is terrible against aggro (Even Shaman, Odd Paladin, Odd Rogue etc)

    Posted in: Mage
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    posted a message on [Theorycraft BDP Update] Tech Tempo (EU Rank 5+)

    It's a tough matchup, not going to lie (and, have to admit, Heal ZooLock is pretty fun to play)

    It all turns on the first 3 turns really, since our deck has much less versatility in turning an unfavorable board around.

    If they have a lot of their combo pieces on hand (Librarian + coin + Voodoo Doctor + Happy Ghoul f.e.) you are pretty much dead because even our, by all accounts rather broken, fast opening game cannot compete.

    If they don't, aggression does it. Coin+Arcanologist f.e is a strong turn 1, since at worst you just kill the Imp that costed them 3 health, at best you get ahead  on board. Don't be afraid to be inefficient if it means you maintain board control those first few turns: Frostbolt a Voidwalker, or go off-curve to ping a Voodoo Doctor with hero power. Even trade your Apprentice like it was a normal minion.

    If you get a handle on the board by turn 5 your chances are much better. Kill Lightwardens and Despicable Dreadlords of course, and don't let the board get too out of hand, but if Aluneth comes reasonably fast you should be OK. 

    Posted in: [Theorycraft BDP Update] Tech Tempo (EU Rank 5+)
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    posted a message on Lunas Elemental Mage

    no, no, obviously we'll see some version of hunter (likely Odd) using them, since their new Legendary minion creates 4 of them and they have a lot of new ways to combo deathrattle... but I'm thinking mage: adding a couple of them, throw a Sunfury Protector, create an aggresive defense line (or potentially activating them yourself if you have a Spell Damage minion and Shooting Star - 4dmg to face for 3mana, and a lot of potential draw if you have Luna down). Probably will end up being too cluncky but I enjoy the idea.

     

    Posted in: Lunas Elemental Mage
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    posted a message on Mind-Bending Infinite Clone

    It is a neat idea but has a few problems:

    1. Aluneth, Pocket Galaxy, Frost Lich Jaina. Those are 3 dead turns. If you are in a match where you can afford 3 dead turns, you don't need a combo to win. Even worse, they absolutely need to be played (and therefore have been drawn) in the right order, or 1-2 of them become unplayable (you can never afford to play FLJ after you have equiped Aluneth, and after Galaxy has been activated you'll probably need your mana to stay on board).

    2. You have no redundancies. Many of your crucial minions are legendaries (Luna, Zola, Arugal) if they are not on hand at the right time, or if you don't have a Baleful Banker on hand as well and they get killed, the chain is broken. If Pocket Galaxy is the last card in your deck and Raven doesn't come on the right time, you are dead (consider adding an Archivist or two).

    3. You say you have "great survivability" but I don't see it... 2 Tar Creepers and 4 Saronite Chain Gangs will not help you limp to turn 9 Jaina (if she's even drawn) against agro decks, especially since most of your small minions are combo piecies. You need more board presence, and more tech than 1 ooze and 1 silence.

    Posted in: Mind-Bending Infinite Clone
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    posted a message on Lunas Elemental Mage

    I'm currently playing around with an idea of a burn deck incorporating Goblin Bomb and minions that generate them... will probably not work but who knows (btw you do that by typing [ card ] *card name* [ /card ] (without spaces))

    Posted in: Lunas Elemental Mage
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    posted a message on Lunas Elemental Mage

    Given how the meta is looking to shape up, with Shuddewocks continuing to Sudderwock, crazy deathrattle combo Hunters and Priests, Druids being downright broken, I see two viable paths for mage:

    1. Leveraging the extra Spellpower minions and couple extra small spells to make burn mage even burnier, win matches by turn 5-6.

    2. Come up with some crazy Pocket Galaxy combo that basically packs every big legendary in the game together with 2 Archivists and see what comes out of it.

    Posted in: Lunas Elemental Mage
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