Quote from TheKrazyKat >>Quote from hillandder >>Primordial Glyph is in "Consider Crafting" instead "High Priority"? Really?
This is the most powerful mage card ever, x2 stable in all mage decks (x1 in Reno Wild) and possible the most powerful card if you don't count the nerfed ones.
Good catch, I did move it up after this comment. It is significantly better than Babbling Book and so it will see a fair amount of play, although I'm not sure I'd go so far as to say it's the most powerful mage card ever 0.oThere aren't a lot of dump mage spells, but there are some that can clog your discover choices.
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hillandder posted a message on Ranking Un'goro EpicsPosted in: Card DiscussionBut is really unlikely you get 3 bad choices from discover a mage spell, a least one good, not optimal, is easy to find.The mage secrets make this card great, Ice Barrier for example, is great vs aggro decks but useless vs control and midrange, you don't want to spend a slot in deck and a critical draw in so situational card but discover it from Glyph vs aggro solves all the problems, the same for Mirror Entity, great vs the new druid deck awful vs hunter, Tome is bad vs aggro because the tempo loss but is awesome vs control and the list goes on...Versatility + 0 tempo loss + enable powerful spells 2 turns early + feed the quest and minions with spell synergy.I sure this is the most powerful mage spell ever. -
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Pussym0nster posted a message on Ranking Un'goro EpicsPosted in: Card DiscussionI hope you get rekt on your first game by explore ungoro and turn 8 primalist into brawl.
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M0byFish posted a message on Wild Reno ShellPosted in: Wild Reno ShellI think Arcane Intellect should be in there, too.
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obelixmtg posted a message on Understanding Wild Reno ShellPosted in: MageI found the front end of the card too low impact. Also, i don't think it is necessary to go 100% fatigue, it's enough to be slightly fatiguer than the other guy.
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obelixmtg posted a message on Understanding Wild Reno ShellPosted in: MageI play a nzoth/fatigue version without forgotten torch, agree with rest of the core
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MetricTrout posted a message on Wild Reno -- Top 2 Drops?Posted in: Card DiscussionI hit Legend with Reno Mage in Wild in the January season, so hopefully I can provide some insight here.
Quote from TheKrazyKat >>Question/Hypothesis: Although Snowchugger is often indicated as a high value card for crafting, at this point few run it. Does snowchugger have enough value in reno mage?
Question 2: Why does no one (or so few) run Youthful Brewmaster? Is the primary fear that it will be a 'dead card' since one of the chief fears is a turn 6 pirate death/bloodlust death? Or is Manic Soulcaster just too much better?
Question 3: Has Kabal Courier completely removed Jeweled Scarab from the wild meta?
Question 4: Deathlord vs. Dirty Rat. It seems like each has its strengths and weaknesses, but some run neither. Which do you see as less risky or more valuable?
Question 5: Will you still run Flamecannon after the conceal nerf? (Is the primary reason to run it over other removals to kill concealed Gadgetzan Auctioneers?)
1. Snowchugger simply doesn't provide enough value for Reno Mage. It's a 2/3 body that's easily removed , with the added benefit of usually freezing whatever attacked it. That's simply not enough to justify running it over anything else; in fact, every other Mage 2-drop (Sorcerer's Apprentice, Fallen Hero, Cult Sorcerer, Medivh's Valet) fit Reno Mage better than the Chugga. None of these see much play in Reno Mage; not because they're bad cards, but because they don't do enough to warrant inclusion in a 30-card deck.2. Like Snowchugger, there simply are more than 30 cards that do more than Youthful Brewmaster. Manic Soulcaster is generally run over the panda since you don't lose tempo by returning a body on the board back to your hand. Unless you need a Battlecry immediately, which is rarely the case, not losing board presence makes Soulcaster the better card. Shuffling a card into your deck is also crucial in matchups likely to run into fatigue.3. I don't really think either are worth running in Wild, but Kabal Courier is usually the better card. This is because the Jeweled Scarab usually offers neutral cards in one or more of its three slots. Aside from the fact that class cards are usually better than neutrals, neutral cards are always minions, and you often want spells to react to the current state of the game. Plus, quite a lot of Mage 3-cost cards are Secrets, which often are highly situational. Unless you're running heavy Secret synergy, I wouldn't recommend running the Scarab.4. Deathlord is far less of a risky card than Dirty Rat, especially on curve. This is because Deathlord's effect is a Deathrattle, which usually gives you time to react with whatever it summons, and the 2/8 body is difficult to remove for aggresive decks. Meanwhile, Dirty Rat is nearly unplayable on Turn 2, since the minion it summons will be able to attack immediately. If it summons anything big, you often instantly lose the game on tempo. Even for Pirate Warrior, summoning a Ship's Cannon or Frothing Berserker is disastrous, as these can kill the Dirty Rat and survive.Dirty Rat is generally used later in the game, to disrupt important Battlecries such as Kazakus from Reno decks, or to disrupt combo decks that are reliant on particular cards, such as Aviana Druid in Standard or Malygos Shaman in Wild. If you're going to run one of these two cards, I recommend Deathlord, as it's better against aggro and gets resummoned with N'Zoth.5. Conceal isn't getting nerfed; it's being moved to Wild, which is irrelevant since you're already playing Wild with these decks. It's well worth running in any Reno Mage deck, mainly because it's just a great card. It can killed a stealthed Gadgetzan Auctioneer, but that's not its only function. Since you're only running a single copy of Frostbolt, having a second early removal option adds consistency. Plus, Flamecannon can kill some early game minions that Frostbolt can't, such as Totem Golem, Wyrmrest Agent, Imp Gang Boss, or Frothing Berserker. The main weakness of Flamecannon is against decks that summon a lot of small tokens with Deathrattles, such as Egg Druid or Zoolock. Still, it's a card that proves useful enough in many scenarios to warrant its inclusion.Lastly, the decklists you listed are all N'Zoth decks. There are other viable variants of Reno Mage, such as a burn-orientated version that runs Archmage Antonidas that plays similar to Freeze Mage, or the deck I used to hit Legend, linked below, a removal-heavy fatigue list. If you aren't running N'Zoth, a 2-drop worth considering is Explosive Sheep. It does the same thing as Volcanic Potion with a ping, but it can also be played preemptively on Turn 2 against aggressive decks that have already flooded the board. It also combos well with the Volcanic Potion itself for a 5-mana Flamestrike effect.Here is my Fatigue Reno Mage deck, for reference:[Legend] Fatigue Reno Mage Reno Mage Deck by MetricTrout - Jan 19, 2017Minion (16) - 1x Brann Bronzebeard
- 1x Elise Starseeker
- 1x Kazakus
- 1x Reno Jackson
- 1x Yogg-Saron, Hope's End
- 1x Doomsayer
- 1x Manic Soulcaster
- 1x Acidic Swamp Ooze
- 1x Babbling Book
- 1x Coldlight Oracle
- 1x Deathlord
- 1x Sludge Belcher
- 1x Antique Healbot
- 1x Ethereal Conjurer
- 1x Explosive Sheep
- 1x Mad Scientist
Ability (14) - 1x Cabalist's Tome
- 1x Flamestrike
- 1x Forbidden Flame
- 1x Ice Block
- 1x Blizzard
- 1x Volcanic Potion
- 1x Duplicate
- 1x Fireball
- 1x Flamecannon
- 1x Forgotten Torch
- 1x Ice Barrier
- 1x Frost Nova
- 1x Frostbolt
- 1x Polymorph
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obelixmtg posted a message on Wild Reno -- Top 2 Drops?Posted in: Card DiscussionThis is my view, what I think is an optimal list:
http://www.hearthpwn.com/decks/724270-top-20-wild-legend-nzoth-reno-mage
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DaemonusVladion posted a message on Top 10 Cards Rotating to Wild (Krazy's Videos)Posted in: Streams and VideosI'm just going to leave this here.
It's the confusing charts and such regarding the values of disenchanting your cards and what you can get.
Have a wonderful day.
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Aether_lackey posted a message on 10 Reasons Why Pirates are Sticking ArrroundPosted in: Streams and VideosBottom line is, jade druid was taking me long enough to win a single game that I decided to try pirate warrior. 5 games won in the time of 2 jade druid games sounds like a good deal to climb the early ladder. Later I might just go back to druid, once I get to the better players.
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SleepyTimeGamer posted a message on 10 Reasons Why Pirates are Sticking ArrroundPosted in: Streams and VideosYeah sadly I agree with all of the points raised in the video. I do think the meta is already strongly starting to shift against it though. That being said with it being pretty cheap to craft, and pretty quick to play I can't really blame people for playing this cancer.
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You cannot just play a deck. You must become one with the deck. Let the magic flow through your veins.
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Why the Iron Hide?
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The thing about Wild is that while Dr. Boom is nice, he's not as essential as you may think. I've run a number of lists in Wild having started with Old Gods, and I have yet to feel like I 'have' to craft Dr. Boom. He's a solid card in many decks but not the definitive part of any of them.
Of course Wild crafting priority comes down to which class you play.
Here are my top neutrals:
in all of GvG, actually I think the most important card is 1x Antique Healbot. This fits into a LOT of lists, even moreso than Piloted honestly.
Honestly from the whole set I think it's the only truly essential craft.
From Naxx:
Mad Scientist, Deathlord, Sludge Belcher. These three cards are honestly all you need for a lot of decks. If you run reno lists, you only need 1x of each.
Honestly I think entry into Wild should only cost you ~300 dust if you are playing a wild reno either mage or warlock.
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I was doing alright with Shaman Murloc quest, some pretty good games.
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The obvious answer is whichever will give you the most lulz. For me that means Unite the Murlocs.
ALL PRAISE MEGAFIN
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Generally they only release the patch when people are actually in office, which means the expansion will only release during business hours in California on Thursday (i.e. it will not release before 8:00 AM PST usually). This way if there are major issues the people who can fix it are actually in the office. At least that has been my sense of their releases.
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Maybe people will actually run Convert?
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Pirate warrior will remain strong because taunt decks cannot both do well against pirates and jade. The reason pirates are strong now is not because it alone is a strong deck, it's because defensive oriented decks consistently lose to jade so no one runs them.
There are a lot more tools to deal with pirates, but every anti-pirate tool you put in is a liability against jade.
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Why would you not include Primordial Glyph? It's a very strong card.
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Rogue at least has Gadgetzan cards, Paladin got a pretty raw deal this set.