Damien

Cheap Tempo Mage Wild

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This thread is for comments about our Cheap Mage Deck.

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Hey , its a pretty good deck, I tested it on a few matches and had opponents concede in at the 3rd, 4rth turn  ,  due to the extreme damage dealt with the icebolt/ice lance synergy ,  it seems to piss opponents off if you have snow chugger's constantly freezing up warior/rogue class

 

Saying that , its very intimidating

 

I actually recently failed at aggro decks and tried this deck to help me get back into the aggro

 

(I got to used to my Paladin control deck , here might be good advise , don't stick to one class and one type of deck for too long , that is how I started losing aggro because of being used to holding back cards , valuable lesson learned )

 

 

I tweaked the deck a bit , and found Echo of medivh a sick situational card to counter AOE spells

 

once you established a bit of deck control with a few minions , pop the echo and you can just replicate that back onto the board after a AOE spell , it worked just fine

 

but it is off course situational , can often be a dead card

 

Thanks for the share :)

 

 

 

 

 

 

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What about dragons breath? instead of fireball? It has the potential to be cheaper and would only cost 1 more mana

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Hi guys. I played this deck for 1 week now, and I have a problem... I've never succedeed to pass rank 17, the burst from this deck is OP, but when my opponent have around 7-10 HP, I'm crowded with his minions, and he 1-shots me. Can someone who also plays this deck give me some advices please? Thanks

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What about dragons breath? instead of fireball? It has the potential to be cheaper and would only cost 1 more mana

You're not trading much in this deck, so chances are Dragon's Breath is going to be overcosted and weak most of the time.

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Hi guys. I played this deck for 1 week now, and I have a problem... I've never succedeed to pass rank 17, the burst from this deck is OP, but when my opponent have around 7-10 HP, I'm crowded with his minions, and he 1-shots me. Can someone who also plays this deck give me some advices please? Thanks

You're probably missing out on the chance to make some efficient trades when you can. You should find yourself behind on board in the late-game, but not as far behind as you seem to describe.

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Hi guys. I played this deck for 1 week now, and I have a problem... I've never succedeed to pass rank 17, the burst from this deck is OP, but when my opponent have around 7-10 HP, I'm crowded with his minions, and he 1-shots me. Can someone who also plays this deck give me some advices please? Thanks

100% correct.  This is a pure luck deck for the most part.  Doesnt really have much when it comes on how to play it.  you either get lucky or not.  No one can get past rank 15 on this... it says 10-6

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Ive been really liking this deck this and my custom rouge got me 11 ( ive been using rouge deck alot more but still it does put in some work)

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This deck is extremely bad. I tried it out against friends playing basic decks and lost multiple times. The deck relies too heavily on the starting hand; without a good one, you have no possible way to win and no way to play against enemy minions. As some others have said, the basic mage deck is better than this.

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Aggro is hard to play. It's really not uncommon for the Aggro guides on the site to have more negative comments than others because people just don't make the right decisions when playing it.

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Hmm, you could cut the Arcane Intellects but that leaves you really all in on Jeeves, cutting the Water Ele and one of the 2-drops is another possibility. Hard to say without actually testing stuff.

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I gotta say, I really wish I hand't liquidated all my dust to make this deck. I was using the basic mage deck from Icy and it got me so far, but I was pretty much stuck around ranked level 20. After 8 straight losses I decided to finally spend some dust making a "better" deck. This was not what I was looking for. I can't win a single match with this deck. I don't know if it's the current meta or what, but ya, complete waste of dust for me. 5 straight losses without any real glimmer of the deck working as designed. I read the notes on how it should be played and have a lot of experience with CCGs. If you're reading this, save your dust. This deck is not a noticeable improvement over the basic mage already offered on these forums.

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I'm still just a rookie, but this deck is fantastic. I played over 200 games with it and won well over 100 games, I actually farm gold with this deck, getting around 40 to 60 wins a day.

 

I wasn't going to talk about this but since the post above is the complete opposite, i'll tell my story.

I first looked up this deck because I suck at making my own, especially without having all the cards and doing trial and error.

I disenchanted everything that wasn't neutral or mage and even disenchanted a legendary to build this deck. (As good as the deck is, never do like I did by disenchanting a legendary)

I read everything Sottle wrote and learned from it without even having the deck built yet.

Right off the bat, I could tell this deck is strong. Of course, if you face someone with many taunts or heals, it's going to be your doom.

 

I noticed your first hand is the key factor between a loss and a win, then the catalyst is Jeeves. In my experience, if you don't draw a jeeves before turn 6, you're most likely screwed. The starting hand puts you in a position of power and Jeeves makes sure you keep it that way, even if they clear the board. To me, a great starting hand would be, having the mana coin (being player2), having 2 mana wyrms, one mirror image and one frostbolt, or something similar. Having a Jeeves in your first hand leaves you weaker at first, but if you keep control, will make you win in the end and you're certain not to late-draw Jeeves. (Happened many times that I drew my first Jeeves on the turn that I died or lost control due to lack of cards)

 

I'm actually offended by people saying this deck is bad. It's certainly based on a questionable tactic and rely heavily on the card draw but it still will win you most games, at least against the average player.

 

I have tried decks that required a lot more dust than this one and wasn't nearly as good or as interesting.

This is certainly not the best deck but it is still a great one.
 

Over the time, I ended up switching one Arcane Intellect for one Flamewaker.

I'm still not sure which is better but I too often drew Arcane Intellect when it was important that I draw something else plus I always try to make sure to have a Jeeves around. It is after all, the most important card of this deck.

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From my personal experience, I've won zero games by killing them. When I win with this deck, happens rarely, the opponent concedes to me using a knife juggler, a sorc. apprentice, and 2 mirror images. Like I said I rarely win with this deck it never works out in my favor, say it's a lack of skill if you want. If I get a lot of cards out early and start doing some damage it seems they always have some board clear and I immediately die. I've got some good hands and even with those I still lose. I've played this deck about 60 times and only won about 5-10 and they all were the opponents that conceded. Every time the opponent doesn't concede by turn 5, they realize they've beat me. Maybe it's bad luck, maybe I'm just bad, or maybe this deck is bad. If you ask which of those I think, I'm going to say this deck is bad.

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This deck is awesome, I understand peoples frustration but like Sottle said playing aggro takes some sort of skill. This deck also heavily relies on your opening hand. If I don't have some sort of combo i.e. Turn 1 coin+socerer's apprentice+mirror image/ mana wyrm+coin+mirror image etc. your going to have a tough time keeping board control but there are many variations that you can play on turn 1 or 2 to make a big impact and then build on it.

 

I also switched out water element for Dr. Boom because i find myself on turn 7/8 with the opponent at low health and no real answers but now Dr. Boom fills that void and has won me a few games I might have lost.

 

I also like keep Jeeves in my opening hand because then I know I can dump my whole hand and not have to worry.

 

This deck is great if you know how to play it and understand that deck relies on a strong opening hand.

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    • By Zadina

      Saturday's schedule included the Group Stage knockouts and the quarterfinals. Spoilers incoming!
      Deciders
      These were the matches between the players who had 1 victory and 1 lost during the Group Stage. Three out of the four deciders were sweeps. From Group A, tom60229 quickly removed Orange off the competition with a 3-0 sweep. The same fate awaited Muzzy who lost from the experienced JasonZhou in the Group B decider game. Lastly, another NA champion fell in the Group C decider, as ShtanUdachi made wreck of Purple. It's interesting to compare Shtan's fast and confident pace in this match-up, compared to his quarterfinal performance, which we will talk about later on.
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    • By Zadina

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    • By Casdon
      [US] Stormreaver — Skunkworks
      Tuesdays & Thursdays: 7:00 P.M. to 11:00 P.M. (pst) || 9-1 (cst) || 10-2 (est)
       
      Progression
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      7/7M Emerald Nightmare
       
      Website
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      About Us
      Skunkworks is a guild for players who can not or do not want to commit to the time-intensive raid schedules of traditional "hardcore" guilds.
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      We are very protective of our guild environment and selective in recruitment. We are looking for solid players mechanically as well as intellectually.
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      Skunkworks has been around for multiple expansions and has historically always been at the top of the 2-night raiding guild scene.
       
      Past Raiding Achievements
       
      #US 199 Mythic KJ #US 186 Mythic Archimonde #131 US Heroic Garrosh #68 US Heroic Ra-den #77 US Heroic Lei Shen #86 US Heroic Sha of Fear #106 US Heroic Madness of Deathwing #99 US Heroic Ragnaros #147 US Sinestra #91 US Heroic The Twilight Destroyer (Halion) #71 US Heroic Fall of the Lich King #247 US Tribute to Insanity #160 US Alone in the Darkness Current Guild Needs
      Amazing Range DPS ---Exceptional Candidates always considered regardless of recruiting needs.
       
      How to Apply
      Apply with Google Forms
      https://docs.google.com/forms/d/e/1FAIpQLSeL-LW1-7rRK28Z3Nswg4xD3-jjQWrIsCh77rYOdxKwY0oPPQ/viewform.
      All applications are kept private.
      Please include at least the following.
          Prominent links to relevant armory pages ]A guild history with reasons for departure
          The reason(s) you have chosen to apply to this guild
          Warcraft Logs
          UI screenshots or fraps/Stream footage
       
      Contact Information
      Shadaka (GM)
      Real ID:Shadak#1881
       
      Aerivore (Recruitment Officers)
      Real ID:  Aerivore#1581
       
      Sovm
      Real ID: Sov#1192
    • By Zadina

      The final stage of the HCT 2017 Worldc Championship has kicked off with the group stage. On Thursday, we saw matches on groups A and B. Beware because spoilers are following!
      Group A
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      Muzahidul "Muzzy" Islam, Jason "JasonZhou" Zhou, Aleksandr "Kolento" Malsh and Samuel "SamuelTsao" Tsao play in this group. Muzzy, who represents America and is one of the favourite's to win the World Championship, beat the Chinese JasonZhou with a score of 3-1. In the next match, even though SamuelTsao made some mistakes, he managed to even the score with the Ukranian legend. In their final game, the young Taiwanese's Priest beat Kolento's Druid with an impressive 46-damage OTK (3-2).
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      The decider match between Muzzy and JasonZhou will take place on Saturday.
      Group B Match W-L Total W-L SamuelTsao 2-0 6-4 Muzzy 1-1 5-4 JasonZhou 1-1 4-5 Kolento 0-2 4-6 Final Remarks
      Thursday was a day of surprises, particularly unpleasant ones for Europe. Favourites Kolento (RIP packs) and Hoej were eliminated; I am mostly suprised about Hoej, since he had one of the strongest deck line-ups of this Championship. Statistically speaking, I don't think we'll have a European World Champion this time.
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      Day 2 of the Group Stage is currently underway, so make sure to watch it!
    • By Zadina

      The two Hearthstone developers talked to IGN about the design process behind some of the most impactful cards from Kobolds & Catacombs.
      First of all, Peter Whalen and Mike Donais confirmed that there will be an update on February, a month after the World Championship. This patch will contain new events and possibly balance changes. They will take a look at the meta as it's been and as it is in the World Championship and they will decide accordingly.
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      The next class to be discussed was Rogue. The team is happy with how balanced the Kingsbane Rogue deck turned out to be. Some internal iterations of the Rogue legendary weapon were dual-wielded daggers or a weapon that had the Battlecry: Discover a card, everything you draw is a copy of that. Mike also talked about Valeera the Hollow: he expected her to be more powerful than she already is, but maybe players will find a way to use her more in the future.
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      An important point is that when asked about Corridor Creeper, Peter said that it's "one of the cards that raised a red flag". Lastly, they talked about King Togwaggle and the numerous iterations he had - all around swapping decks with your opponent. The penalty on the spell card isn't high enough on purpose, because they didn't want Togwaggle to be a super competitive card.
      I've tried to summarise the most important points, but you should definitely check out the entire interview on IGN. There's much more detail behind the design process of Kobolds & Catacombs, while there is also temp artwortk of cards as well as two cards that never made it into the game!