Mana Bind to make it even less likely, but then it a) dilutes the Secret pool and doesn’t guarantee Ice Block (it’s the Secret you really want to have up every game) and b) Mana Bind might be too easy to counter. I thought about adding one more Secret, e.g. The only problem is drawing 2 Ice Blocks early, then the card is just a vanilla 2/3. The card is really powerful in Control Mage lists. It’s a great on-curve play, a 2/3 that draws you a card + it gives you a turn 3 play if you didn’t have one already. Since you play only Ice Blocks, it has 100% chance to give you one. The card that people weren’t really talking about, but I think is insane in such a deck is Arcanologist. It might be better in some more Midrange’y version if that’s possible to build. In a “Freeze Mage”-like version of this deck, Burgly Bully is probably too weak. When you drop Burgly Bully when you’re losing on the board, it rarely gives you a Coin at all – your opponent will just trade it with minions given that he knows exactly what kind of deck you’re playing. So most of the time you’d be de facto losing on the board. You mostly small minions, you draw cards, you play removals etc. The thing about this deck is that you have no minion curve. And while it might be a nice addition, it’s doesn’t guarantee even a single spell from outside of your deck. I’ve seen people theorycrafting with the card. One more “random generator” option is Burgly Bully. Even though the deck doesn’t seem to run THAT much removal, the real numbers will be relatively higher, as you have a solid chance to get such spells from outside of your deck. Primordial Glyph can give you another copy of itself or Cabalist’s Tome. Remember, however, that the real number will likely be higher, because you can get other random spells generators from the ones you play. I’ve figured out that in order to accomplish the Quest quite consistently, you need to be able to generate around 10 spells in total from your deck alone. First ones are removal and Freezes, second ones are card draw and random spells generators. But that’s not really too different than the previous Freeze Mage vs Control Warrior matchup.īesides the combo, the deck basically consists of two things – tools to stall the game and tools to complete your Quest. It means that, for example, Taunt Warrior might be a deck you can’t possibly beat – not only he would gain Armor to neutralize your 2 turns combo, but the Taunts might stand in your way. It can be countered in two ways: first is Taunts (but you’d need multiple, because a single one can be cleared by Fireball or Polymorph on the Giant’s turn) and second one is Armor. It’s a very powerful combo, which is rather hard to counter. After you finish the Quest, you play it + 2x Arcane Giant one turn and then Alexstrasza your opponent next turn and hit face with the Giants. You play a 2 turns combo that gets activated by your Quest. The card Primordial Studies is a very nice way to support the deck, which will hopefully give you a card that fits the current board-state.Maybe let’s first talk about how the deck works. You can maybe get an extra card or two out of it in the early game, but in the late game you might get quite a hand refill if you play it right. Now we've got the low cost Lab Partner, and the intriguing potential draw engine of Cram Session. Spell Damage based decks are getting another shot in Scholomance! This has been toyed with in the past, but didn't have quite enough cards to make it happen. No Minion Mage gives you ways to summon random minions via spells, and utilize powerful cards that benefit from not having minions in your deck! Small Spell Mage Spell Mage is a newcomer and throws together a bunch of cheap spells into a deck that contains minions that can take advantage of such things. The best decks for Mage in Hearthstone right now are Small Spell Mage, Highlander Mage, and No Minion Mage! Highlander has been strong for a while, so it's not a surprise to see it doing well.
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