Running multiple strategies in a single deck makes it very inconsistent though (unless you're Druid xd). If you have don't have anything to play in the first 2 turns you automatically lose to Aggro because the decks lacks a comeback mechanism before turn 8 (no good removal/ stall/ taunts etc). And Control Decks can easily get their win-condition cards together before Kingsbane is even a threat. Nonetheless, whenever it does work, it looks fun at least ;)
Looks fun, but the problem is that Pirates are fast and Kingsbane is slow. I think you're trying too much here to be effective. Maybe Serrated Tooth (works great with Ticket Scalper) can be added, and more aggressive cards like Cold Blood and Sap over the weapon-buff package?
I Agree. The heal package is already cheap and strong, add cards like Doomguard and Despicable Dreadlord and you don't need bad cards like Waterboy to be good on Ladder.
Azalina was a popular card a few metagames ago. Currently she is not needed; especially in this build that has multiple draw options. You can add her in if you like though.
I like the blastwave/flamestrike package, although if you're going that far, you might want to find room for two dragon's fury also.
Either gurubashi berserkers or fire eaters would come out, I suppose. The berserkers are ironically worse when you have a two damage HP.
A lot of hype has surrounded the fire eaters, but I have been testing odd mage today (obviously without the RR cards, but I'm keeping in mind the subs) and I grow more and more certain that the fire eaters aren't necessary.
Another option that can be run is some sort of Secrets-package, since they cost 3 mana. Kirin Tor Mage and Subject 9 look decent here as well. And of course full Elemental is also an option.
I was thinking about Dragon's Fury, but seeing the minions, this feels more like a Tempo Deck, and if we have the board this card is dead. Maybe as a 1-off.
I would cut Valeera, seems too slow. If you are in the late game, then you auto win against a control deck and auto lose against a combo so no point in having an extra value generator other than kingsbane.
The combination with the other cards is just too good. And a stealth turn can let you stall an additional turn. Plus it grants an additional Kingsbane to prevent fatigue.
EDIT: the normal hero power can also prevent fatigue, nvm.
My theory-craft deck is something similar, except with Zilliax and Lab Recruiter over the Dread Corsairs. Also 1 Fire Fly over a Vanish, because the deck has so many "combo" cards that need to be activated.
The power of Odd Mage is to handle the early game with powerful pings, so I don't run alot on the low end of the curve. I do wanna try out the Saronite Taskmaster and Daring Fire-Eater as these cards seem strong. Stonehill Defender and Tar Creeper to stall in the early game, and Black Cat and Pyromaniac have decent size bodies and good effects as well. Since most of Mage's removal spells are Even-costed, Voodoo Doll can be used as single target removal. Zola the Gorgon to get another Jan'alai, the Dragonhawk or one the other other late-game threats. Blast Wave is an extremely powerful card imo, the sleeper of this set. The value that can be gained is enormous. We have low health minions and Spell Damage to get the most value out of this. Harrison Jones to destroy weapons and draw, Zilliax to survive and heal. Gurubashi Berserker is a filler (but it fits the theme of the expansion), but I want another beefy minion on the 5 drop, maybe Cobalt Scalebane is a better alternative, given the high minion-count in this deck. Elise the Trailblazer gives more fuel for the longer games, and helps with fatigue a bit. Astromancer provides more threats, and this deck has a decent amount of options to fill the hand. Azalina Soulthief can steal the win-condition of other decks, like Immortal Prelate Paladin, or Kingsbane Rogue of whatever, which seem like bad match-ups otherwise. And of course Frost Lich Jaina is a win-condition by herself. But she is weaker than in standard Control Mage though, due to the lack of removal.
If it's bad it's bad, but at least the deck looks fun :)
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Here's my version:
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Running multiple strategies in a single deck makes it very inconsistent though (unless you're Druid xd). If you have don't have anything to play in the first 2 turns you automatically lose to Aggro because the decks lacks a comeback mechanism before turn 8 (no good removal/ stall/ taunts etc). And Control Decks can easily get their win-condition cards together before Kingsbane is even a threat. Nonetheless, whenever it does work, it looks fun at least ;)
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Looks fun, but the problem is that Pirates are fast and Kingsbane is slow. I think you're trying too much here to be effective. Maybe Serrated Tooth (works great with Ticket Scalper) can be added, and more aggressive cards like Cold Blood and Sap over the weapon-buff package?
The other way around, if you like Kingsbane and buffs, you could try out Bloodsail Raiders and Phantom Freebooters.
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I Agree. The heal package is already cheap and strong, add cards like Doomguard and Despicable Dreadlord and you don't need bad cards like Waterboy to be good on Ladder.
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Of course, the first days of a new expansions are always so fun ;)
Here's my take on an elemental version:
Actually wanted to try the new secret, but I think Counterspell is better atm.
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Well maybe not considered "removals" by your definition, but I think cards that remove something from your opponent, and adds it too you, are immensely powerful. This includes cards like Mind Control, Cabal Shadow Priest, Entomb, Mind Control Tech, Kezan Mystic, etc. Powerful AoEs that get more then a 1 for 1 are also good value, like Flamestrike, Twisting Nether etc. Put this on a minion (Duskbreaker, Ravaging Ghoul, ...) makes it arguably better. Transform effects are also very strong, ruining gameplans etc, cards like Hex, Polymorph, Tinkmaster Overspark and Demonic Project for example.
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I tried Quest Hunter in the past, and there is just no room to include a Secrets package.
This is the version I'm gonna try:
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Azalina was a popular card a few metagames ago. Currently she is not needed; especially in this build that has multiple draw options. You can add her in if you like though.
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With Serrated Tooth and Captain Hooktusk, wouldn't Ticket Scalper be a good inclusion?
I've seen some streamers play Even Rogue with good succes, new archetype? xd
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Yeah, Gurubashi Berserker was mainly a filler. I'm thinking maybe Blackwald Pixie and Cobalt Scalebane are possible replacements. And idk about the Daring Fire-Eaters, could be bad, could be decent. Looks good in combination with Frost Lich Jaina and Blast Wave though.
Another option that can be run is some sort of Secrets-package, since they cost 3 mana. Kirin Tor Mage and Subject 9 look decent here as well. And of course full Elemental is also an option.
I was thinking about Dragon's Fury, but seeing the minions, this feels more like a Tempo Deck, and if we have the board this card is dead. Maybe as a 1-off.
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The combination with the other cards is just too good. And a stealth turn can let you stall an additional turn. Plus it grants an additional Kingsbane to prevent fatigue.
EDIT: the normal hero power can also prevent fatigue, nvm.
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My theory-craft deck is something similar, except with Zilliax and Lab Recruiter over the Dread Corsairs. Also 1 Fire Fly over a Vanish, because the deck has so many "combo" cards that need to be activated.
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I'm gonna try this abomination xd
The power of Odd Mage is to handle the early game with powerful pings, so I don't run alot on the low end of the curve. I do wanna try out the Saronite Taskmaster and Daring Fire-Eater as these cards seem strong. Stonehill Defender and Tar Creeper to stall in the early game, and Black Cat and Pyromaniac have decent size bodies and good effects as well. Since most of Mage's removal spells are Even-costed, Voodoo Doll can be used as single target removal. Zola the Gorgon to get another Jan'alai, the Dragonhawk or one the other other late-game threats. Blast Wave is an extremely powerful card imo, the sleeper of this set. The value that can be gained is enormous. We have low health minions and Spell Damage to get the most value out of this. Harrison Jones to destroy weapons and draw, Zilliax to survive and heal. Gurubashi Berserker is a filler (but it fits the theme of the expansion), but I want another beefy minion on the 5 drop, maybe Cobalt Scalebane is a better alternative, given the high minion-count in this deck. Elise the Trailblazer gives more fuel for the longer games, and helps with fatigue a bit. Astromancer provides more threats, and this deck has a decent amount of options to fill the hand. Azalina Soulthief can steal the win-condition of other decks, like Immortal Prelate Paladin, or Kingsbane Rogue of whatever, which seem like bad match-ups otherwise. And of course Frost Lich Jaina is a win-condition by herself. But she is weaker than in standard Control Mage though, due to the lack of removal.
If it's bad it's bad, but at least the deck looks fun :)
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I think Blast Wave is extremely powerful, yet currently underrated it seems.
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Looks interesting, good luck testing ;)
Maybe add Jeweled Macaw over Stampede, similar effect, but helps getting the Quest done quicker.