Vlad

Magic Mirror

Sign in to follow this  

9 posts in this topic

This thread is for comments about our Magic Mirror guide for One Night in Karazhan.

Share this post


Link to post
Share on other sites

Tried the mill druid and Mill rogue versions, this worked for me! was able to drop Majordomo and he couldn't kill it, pinged and jammed face for the win! nice. 

Share this post


Link to post
Share on other sites

I used a Mill Brann-Reno rogue deck to beat Heroic Magic Mirror. It took only one attempt, however, I had attempted it several times previously with other classes. (Out of the others, only came close with mage)

QZcbCGF.png

Reno did not play his traditional role. I played Deathlord on Turn 3, then attacked the 1/1 copy with my hero. It brought Reno into play. Would have come in handy as a heal later, but having the 4/6 body on the board by Turn 3 wasn't bad.

Brann played his part well. On Turn 9, I played him along with Coldlight Oracle, which drew me Edwin VanCleef and Fan of Knives. I played Preparation for a free Fan of Knives to clear the board of 1/1s. Then, I used Shadowstep on Coldlight Oracle. This resulted in a 12/12 Edwin VanCleef, which proved to be my lethal weapon, as shown in the screenshot above. On Turn 10, a doubled battlecry from Antique Healbot saved my butt!

I played Gang Up on Archmage Antonidas on Turn 8, but that was pointless. As you can see, I drew a couple of them, but got no use out of him before the end of the match.

As for the enemy Antonidas, I took him out with Sabotage. I just had to get rid of a couple 1/1s first so that the "random enemy minion" would not be so random... ;) An Assassinate would have worked better, but I did not bother swapping out any cards for this boss fight. I just used the deck the way I already had it.

So yeah, mill worked pretty well. It's so satisfying to see a Swipe go up in smoke when the opponent's hand is too full!

Share this post


Link to post
Share on other sites

Here's the Mage decklist I threw together, only took 1 attempt:

Made a strange C'thun Mage deck, although C'thun is not at all the win condition (game took ~5-7 turns so C'thun was more like a backup, as it turns out.)

Cards highlighted in cyan represent the cards I actually played, without regard to whether I played 1 or both copies (I played less than 1/3 of the deck.) That being said, the remainder of the deck is mostly filler with mediocre synergy and very little thought put into it.

Strategy:

Go straight to Face unless it's VERY advantageous to clear a certain minion (majority of the computer's cards are +x Spell Damage, just ignore them tbh)

Utilize synergy between:  Sorcerer's Apprentice + [Dmg spells] + Mana Wyrm + Ogre Magi/Azure Drake

^The minions alone will chunk their 30 hp to 0 in 5-7 turns if your rng(draw) is decent, esp. since the passive enemy hero power gives you an extra of everything you summon.

  • Use Twilight Flamecaller/Blizzard to clear board if you deem it necessary or have no other good option.
  • Animated Armor will pretty much keep you from dying until they clear it, but don't prioritize this, you really shouldn't need to take the defensive; aggro/SMorc mode all day is the key!
  • The only cards that are really essential here are the ones in red, above. Any other card can be replaced with little consequence. Mage/Drake can be replaced with any +Spell Damage cards.

2x Mana Wyrm

2x Mirror Image

2x Arcane Explosion

2x Cult Sorcerer

2x Knife Juggler

2x Sorcerer's Apprentice

1x Twilight Geomancer

2x Forgotten Torch

2x Frost Nova (probably replacing this w/ anything would be an improvement...didn't even draw one anyway, though.)

2x Twilight Elder

2x Twilight Flamecaller

2x Animated Armor

1x Demented Frostcaller

2x Fireball

1x Ogre Magi

1x Azure Drake

1x Blizzard

1x C'thun

 

Share this post


Link to post
Share on other sites
19 hours ago, Guest ZooMain said:

Here's the Mage decklist I threw together, only took 1 attempt:

Thanks for sharing that! Hopefully it can help someone if they are struggling with our deck.

Share this post


Link to post
Share on other sites

Is there any sub for Majordomo Executus? I disenchanted mine since i'd never use it in standard and I don't have Alexstraza either

Share this post


Link to post
Share on other sites

That deck is bull crap it doesn't work. Each time i put a minion in play, the Magic Miror destroy them before i can even do anything. After 5 turns i'm dead. So no stars for that pro.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about our Mind Blast Priest deck list guide.
    • By Aleco
      If you're not a fan of playing huge Legendary minions every turn, then you may need to rethink your approach to Hearthstone.
       
      The Hearthstone team is on a roll with Tavern Brawls! After Top 2, one of the most well-received Tavern Brawls in recent memory, this week's Tavern Brawl is titled  "Cloneball!".
       

       
      Each player's deck is filled with four copies of random Legendary minions, including minions from the Wild format. Players will also receive a number of copies of "Offensive Play", a card which reduces the cost of your next Legendary minion by 3 Mana, as well as all other copies of that same Legendary in your hand:
       

       
      Though it's difficult to game plan for a specific strategy as the Legendary minions you receive appear to be random, I thought it was pretty sweet to play Loatheb into Onyxia into Onyxia into Onyxia. Slamming huge Legendary minions onto the battlefield is one of the most fun things to do in all of Hearthstone, and you'll get to do it again and again in this week's brawl!
      As is true with most brawls where the class cards aren't incredibly important, Warlock is strong by virtue of Life Tap. However, Paladin has some of the strongest Legendary minions in the history of the Hearthstone, so you could also try to high-roll a deck full of Tirion Fordrings and Wickerflame Burnbristles.
    • By Zadina
      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      UPDATE - The nerfs went live earlier today. You can disenchant the affected cards and get full dust value until June 5, 2018.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?
    • By Damien
      This thread is for comments about our Even Rogue deck list guide.