Vlad

Time Warp Quest Mage Deck List

26 posts in this topic

This thread is for comments about our Time Warp Quest Mage Deck List Guide.

Share this post


Link to post
Share on other sites

This archetype seems so strong... Recently been playing a similar list with a few changes.

- bloodmage thalnos, - mana bind, - volcanic potion, -2 kabal couriers, - alexstraza. +2 medivh's valet, + shimmering tempest, + ice barrier, + cabalist's tome, + flamestrike.

Thoughts on the changes?

Share this post


Link to post
Share on other sites
Just now, themuffinboyy said:

This archetype seems so strong... Recently been playing a similar list with a few changes.

- bloodmage thalnos, - mana bind, - volcanic potion, -2 kabal couriers, - alexstraza. +2 medivh's valet, + shimmering tempest, + ice barrier, + cabalist's tome, + flamestrike.

Thoughts on the changes?

Fine if those are budget swaps. I'd probably keep the Volcanic Potion over Ice Barrier as it is cheap (dust-wise) and serves a similar purpose.

Share this post


Link to post
Share on other sites

This deck is very good. Unstoppable in control matchups and really only bad against Pirate Warrior. I won a lot of games where I didn't need my quest to be completed. I swapped Kabal Courier as most of the time it only gives you 1 spell (and not always a cheap mage spell). Its inconsistent. I also added Coldlight Oracle as a card draw and a tool to mill other control decks. Also don't like Mana Bind as it prevents Ice Block from being drawn by Arcanologist and sometimes you really need to survive. 

 

Share this post


Link to post
Share on other sites

With the Exact same deck List - I just made it to legend (IKR- Like a Month and a half late). I was an avid Freeze mage player before all the key cards got rotated out, and also really enjoyed playing Giants mage back when mage was broken AF, So playing this deck felt like riding a bike. The important thing about this deck is that its not a One-Trick-Pony Combo deck, but the giants themselves act as huge threats to both Aggressive and non-Aggressive Match ups.

The surprise factor of this deck won me a crap ton of games, and my winrate against pirate warrior wasnt as horrific as one may assume, purely because Ice Block + Frost Nova + Double giants often just wins games by Itself. The one bad match up is taunt warrior - just because the Deck relies on either comboing or the opponent not having an answer to one of youre 5 threats - and Warrior often does.

Another huge part of my success was the knowledge that OpenTheWayGate counters Ice block in a beautiful way, and with all the Grinder/Secret mages running around - its important to have such big counter to them (without having to make a huge sacrifice in other matchups by teching in Eater Of Secrets).

Im tempted to make an in-Depth guide for this deck  as we know in the current meta it CAN reach legend, Let me know what you think - TY for the deck list

 

 

Share this post


Link to post
Share on other sites

Hello everybody!

Exodia mage is a deck I starded playied (not with success) since the very first day it was published here. I have to thank this site as there is nothing that I enjoy more than play this combo :) as an old yugioh player, it's undestandable.

However, do someone have a wild list for exodia mage? I was wandering what card should I use... It's better the mad scientist (that play ice block from deck), the arcanologist (that can fetch the second ice block even if you have played the first) or both?

Share this post


Link to post
Share on other sites
2 hours ago, Synesthesy said:

Hello everybody!

Exodia mage is a deck I starded playied (not with success) since the very first day it was published here. I have to thank this site as there is nothing that I enjoy more than play this combo :) as an old yugioh player, it's undestandable.

However, do someone have a wild list for exodia mage? I was wandering what card should I use... It's better the mad scientist (that play ice block from deck), the arcanologist (that can fetch the second ice block even if you have played the first) or both?

I would rather use Mad Scientist for higher value. It will often enable stronger plays as it will not force you to spend additional 3 mana for the secret.

  • Thanks 1

Share this post


Link to post
Share on other sites
13 minutes ago, Verthrix said:

There's wrong Mukla in the GinjaNinja listing. It should be tyrant of the vale as it is in the deck instructions

Thanks, i'll fix it!

Share this post


Link to post
Share on other sites

Guys i have alex,shindragosa,jaina and many legendaries and i want a deck witch will take value some of my legendaries but also not have medievhs valet and babbling book, any suggestions?

Share this post


Link to post
Share on other sites
7 hours ago, Guest djinick2u said:

Guys i have alex,shindragosa,jaina and many legendaries and i want a deck witch will take value some of my legendaries but also not have medievhs valet and babbling book, any suggestions?

Do you play wild or standard?

However, quest mage use Alex only in the Giant version, and it doesn't use a lot of other legendaries because it focus more on spell generation to complete the quest (except Antonidas or Alexstraza, of course). Maybe a control mage like this?

However, you can always swap the valets and book for other cards that fulfill the same role.... here there should be some better player then me :)

Share this post


Link to post
Share on other sites

Hey I just noticed you stole my deck! I had this since 5 minutes after it was possible to create it and been using it since. You have a flaw on one card which makes your deck lose more than it should. How dare you copy my deck and shouldn't take credit for it.

Share this post


Link to post
Share on other sites

I find this deck amusing and frustrating at the same time (to play against).

I'm a beginner and playing mostly Zoo Warlock as a deck to learn the ropes. By the time I have enough strenght on the board for lethal then the mage has all the secrets and freeze spells to stall and kick off the OTK. Last match I literally trew everything at face completely ignoring minions on the board and still got owned :D

Frustration aside :) I was wondering if there is a way to actually win in this matchup which is not including Eater of Secrets? Or is it just a not favorable matchup?

Thanks for any helpful insights!

Cheers

Share this post


Link to post
Share on other sites
16 minutes ago, darquill said:

I find this deck amusing and frustrating at the same time (to play against).

I'm a beginner and playing mostly Zoo Warlock as a deck to learn the ropes. By the time I have enough strenght on the board for lethal then the mage has all the secrets and freeze spells to stall and kick off the OTK. Last match I literally trew everything at face completely ignoring minions on the board and still got owned :D

Frustration aside :) I was wondering if there is a way to actually win in this matchup which is not including Eater of Secrets? Or is it just a not favorable matchup?

Thanks for any helpful insights!

Cheers

1) be the beatdown. Attack with everything you have. You haven't to go face everytime, but it's true that they can't build a board better then yours

2) Know their board clear: they play 2 frost nova and 1 or 2 blizzard, with 2 Doomsayer.  This mean that they can clear your board twice, and stall twice more. Normally, I would say to save >7 damage in your hand with spells or hero power, to destroy their doomsayers, but as zoolock is not that easy. So, you must never build a board too huge. You must build a new big board ASAP after their doomsayer has been dropped, so leave something in your hand. If you are playing some discard version of zoo, instead, you should have some way to make 7 damage (Doomguard or 1 mana 4 damage discard 1, I don't remember its english name).

3) Count the damage you have on board to carefully build it. Count how many turns you need to kill them if they don't freeze you. And in the same way, count the cards in their deck. Math says that they should draw the whole exodia combo only near the end of their deck. Or at least, when I play exodia mage, Antonidas is always the last card :P

4) As a zoo warlock, another tech that can help is Gnomeferatu. You can play it against every deck, and if you hit the right card you win against combo deck :)

  • Thanks 1

Share this post


Link to post
Share on other sites
8 minutes ago, Synesthesy said:

1) be the beatdown. Attack with everything you have. You haven't to go face everytime, but it's true that they can't build a board better then yours

2) Know their board clear: they play 2 frost nova and 1 or 2 blizzard, with 2 Doomsayer.  This mean that they can clear your board twice, and stall twice more. Normally, I would say to save >7 damage in your hand with spells or hero power, to destroy their doomsayers, but as zoolock is not that easy. So, you must never build a board too huge. You must build a new big board ASAP after their doomsayer has been dropped, so leave something in your hand. If you are playing some discard version of zoo, instead, you should have some way to make 7 damage (Doomguard or 1 mana 4 damage discard 1, I don't remember its english name).

3) Count the damage you have on board to carefully build it. Count how many turns you need to kill them if they don't freeze you. And in the same way, count the cards in their deck. Math says that they should draw the whole exodia combo only near the end of their deck. Or at least, when I play exodia mage, Antonidas is always the last card :P

4) As a zoo warlock, another tech that can help is Gnomeferatu. You can play it against every deck, and if you hit the right card you win against combo deck :)

Thank you!

So I should not overextend, which I did last match to try to do as much face damage as possible, and count their clears. Got it.

What about try to control their Sorcerer's Apprentice to avoid the 0 cost fireballs, would that work?

Share this post


Link to post
Share on other sites
1 hour ago, darquill said:

Thank you!

So I should not overextend, which I did last match to try to do as much face damage as possible, and count their clears. Got it.

What about try to control their Sorcerer's Apprentice to avoid the 0 cost fireballs, would that work?

Obviously, if you start playing another deck, you can overextend IF you have 7 or more damage on board, for example having a fireball and a ping as mage or DK hero power + swipe as druid.

Dirty Rat is a good tech to summon their Apprentice before their combo. I once defeated an exodia mage in wild with Deathlord's help. If you are lucky, gnomeferatu can work too. With traditional ways, a zoolock cannot interact with their final combo, when they drop the Apprentice they either lose to theirselves or win.

  • Thanks 1

Share this post


Link to post
Share on other sites
9 hours ago, Guest Lemon said:

Is there a replacement for Aluneth? I mill myself everytime :/

Knowing when (not) to play Aluneth is pretty important. Try playing enough games to get a feeling for it. If you'd rather not, you can go for any of the cards that were run previously in the deck (can be found in Changelog section), preferably draw or pseudo-draw cards.

Share this post


Link to post
Share on other sites

I've played the giants version of quest mage extensively since the deck was first released - it's my favorite off meta deck to play just for fun - and I'm of the view Aluneth is a bad fit for this deck.

At a minimum your combo is 2 giants and Alex. That's three cards in your hand which are mostly dead in your hand during your earlier turns.. By turn six, when you can play Aluneth, depending on how many of your OTK combo cards you've drawn, you'll likely have between 4 to 6 cards in your hand - but you could have more if you played a Tome on turn 5 (which you'll almost always want to do). Depending on how many cards you have in hand, this means your turn 6 is either spent on developing a single weapon which can be removed and sacrificing a chance to stall your opponent through a frost nova or a blizzard or using other cards to complete your quest. Or if you chose not to play it, it's a dead card in your hand until the turn after you can get your giant combo out of your hand - which isn't usually until the mid to late game when you have very few cards left in your deck, exponentially increasing the chance you'll die to fatigue damage.

I know positiv2 said knowing when (not) to play Aluneth is important but I see very, very few opportunities in the usual progression of this deck to play Aluneth at all without risking milling potentially important cards or dying to fatigue damage.

I also don't like the shifting scrolls in this deck. If it counted as a quest step it'd be useful but it doesn't. I'd rather take those out and replace them with 1x lesser ruby spellstone and 1x shimmering tempest. With the 2x Leylines in the deck and the tempest you have a good chance at upgrading the spell stones and getting more spells which actually do contribute to the quest.

Edited by h3llbee

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...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Damien
      This thread is for comments about the episode 25 of our podcast.
    • By Vlad
      This thread is for comments about our Secret Hunter guide.
    • By Starym
      We have a huge "in the works" update from the Hearthstone dev team, showing off some of the features coming in the next months for the game. From general information like them being pleased about the state of the Standard meta, to potential Wild changes, new Classic cards, an extended "intro" period for new players with 25 additional ranks and extra rewards (that are skippable), plans for improvements to in-game tournaments, a tweaking of the Welcome Bundle and more.
      We're also getting a preview for this year's Hallow's End and an upcoming new Paladin hero!
      September 18 (source)
      Welcome to Hearthstone’s first In the Works update. Here we’re giving you a brief look at what’s coming in the next few months for Hearthstone—game updates and events, esports, and more!
      There’s a lot to talk about, so read on to find out what’s in store.
      Game Updates
       
      The State of the Meta We’ve seen the meta-game start to stabilize in the wake of The Boomsday Project’s release. Decks like Odd Warrior, Odd Paladin, Token Druid, Tempo Mage, Taunt Druid, Zoo Warlock, Quest Rogue, Secret Hunter, Even Paladin, Deathrattle Hunter, and Even Warlock, have all been top performers.
      While those decks stand out from the pack slightly, there are effective decks from every class. Evolve Shaman and Combo Priest have both seen success, for example.
      Overall we’re happy with the excellent diversity of decks we’re seeing at all levels of Ranked Play.
       
      Cards to Watch Giggling Inventor is hugely popular and shows up in a lot of decks. We intended for Giggling Inventor to be powerful because we’ve found that having powerful neutral Taunt minions tends to make games more interesting. We’ve seen that with cards like Sludge Belcher and Tar Creeper in the past. Cards that fulfill this role need to be strong to get that job done, but there’s a line where they might be too good. 
      We aren’t planning any changes to Giggling Inventor for now, but we’re keeping an eye on it in the meantime. We’d like to know what you think.
       
      Wild Balance There’s been an ongoing discussion within the team regarding how Wild should play. Right now, Wild feels somewhat like Standard but with an elevated power level and a vast library of cards. Should Wild live up to its name more, where we allow really crazy and powerful combos to happen, even in the early game? Generally, it’s harder for any one strategy to be dominant in Wild since everything is so powerful and everyone has access to so many tools, but do we want those strategies to exist? We know that there are players who would prefer to have a mode that offers that kind of gameplay.
      There’s also the point to consider that the reason to have multiple modes in Hearthstone is for them to play differently, so there are downsides to trying to put the reins on Wild too much. But we also recognize that there might be decks like Naga Sea Witch that become too prevalent and simply aren’t fun to play against.
      We’d love to hear your opinions about what you want from Wild. What do you think of how it is now, and what’s the role you see for it in the future of Hearthstone?
       
      New Classic Cards If you’ve been playing Hearthstone for a while, then you already know that with each new Hearthstone year, we’ve chosen certain cards to rotate out of the Standard format. Some of those cards have been part of the Classic format, which is usually an evergreen part of the Standard format.
      A few of the cards that left Standard were Class cards, but we want each Class to have a roughly equal number of cards available in the Classic set. To accomplish that, we’re adding four all-new cards to fill the gap.
      Here are the new Class cards being added to the Classic set. You’ll be able to craft them or open them in Classic card packs next month:
       

      When designing these cards we are thinking about new players’ first experiences playing Hearthstone.  They should be relatively straightforward while still creating some exciting moments. They also give players a chance to see and play with cards that they don't own. At the same time it’s important that they aren’t so powerful that they limit future design or cause problems (since they’ll be in Standard for longer than 2 years.)
      Looking forward, we expect more cards to join the Hall of Fame. There are also still some gaps in Classic where neutral Legendary cards joined the Hall of Fame, so we’re considering adding some new cards to the Classic set in the future.
       
      New Player Experience Improvements Even at Rank 25, competition in the Tavern can be fierce, especially if you’ve never played Hearthstone before. We’d like to ease new players into the fray a little more gently, so we’re taking some steps toward improving the new player experience. Here’s what newcomers to the Hearthstone tavern can expect to find:

       
      New players will start at Rank 50. Ranks 50 through 26 will be for new players only, and just like ranks 25 through 20, you can’t lose Stars while ranking up. Once a player achieves Rank 25, they’ll never drop below that rank again. We hope this gives players who are new to Hearthstone a little more time to get used to the Tavern, and we’ll also be giving them a few free gifts along the way to help them get up to speed. If you’re an experienced player making an additional account, there will be an option to skip the New Player Experience (and some loot, so consider carefully!) so you can get back into the competition faster. There are a few more details that we’ll provide in the future, but that’s the gist of it!
       
      In-game Tournaments Update Earlier this year we talked about adding a new feature to Hearthstone that would make it easier to organize tournaments for Fireside Gatherings and private events. The team has been working on this feature for some time, and it was originally slated to arrive this year. Unfortunately, In-game Tournaments are now on hold, so we wanted to take this opportunity to explain why.
      We have a lot of plans to improve many features of Hearthstone, including its social experience, and In-game Tournaments are an important part of that. Tournaments can serve many different audiences, but the implementation we’d arrived at catered to a very specific audience of players. Instead of broadening Hearthstone with an exciting new way to play, it felt “tacked on”, and wasn’t integrating well into the larger Hearthstone experience.
      Ultimately, we were forced to conclude that we needed to think about how and where we want to improve Hearthstone’s overall social experience before we can tackle adding a satisfying and robust implementation of In-game Tournaments that all players can enjoy. As developers, sometimes we have to make the difficult decision to step away from a design that isn’t working. We no longer felt that the end result would deliver on everyone’s expectations or the high standards we have for Hearthstone.
      As a result, while we want to revisit In-Game Tournaments at a later date, the feature is on hold for the foreseeable future.
       
      Fireside Gatherings If you’ve never attended a Fireside Gathering, or organized one of your own, you’re missing one of the most fun ways to enjoy Hearthstone with friends! They’re more fun than ever—including private events in your own home—so drop by the Fireside Gatherings site and check it out.
      Innkeepers are soon going to have even more options to spice up their events. It was already possible to experience Fireside Brawls (Tavern Brawls that can only be experienced at Fireside Gatherings), and now they’ll have a whole menu of Brawls to choose from to offer their attendees. In addition to the rotating monthly Fireside Brawl, Innkeepers will be able to select one additional Fireside Brawl from a curated library of brawls that their patrons will have access to during their Fireside Gathering. 
       
      Esports The 2018 HCT Fall Championship is coming mid-October! Watch it live on stream or live in-person at the Blizzard Arena in Los Angeles.
      It’s going to be a thrilling event to witness, and if you can be there live, it gets even better! You’ll get to meet Hearthstone developers, enjoy pick-up tournaments on-site, snap up cool stuff like Hearthstone and Blizzard Arena merchandise and earn the Thrill of Victory card back just for attending!
      You can get your tickets here. Get them fast before they sell out as seating is limited!
       
      Welcome Bundle’s Roaring Return Okay, it never left, but it IS getting a majestic make-over. It will still offer 10 Classic card packs at a very low price (great time to try to pick up those new Classic Class cards!), but instead of a random Class Legendary card, it will now include one of six Legendary dragons from the Classic set: Alexstrasza, Deathwing, Malygos, Nozdormu, Onyxia, or Ysera!

       
      There’s even better news! What could be better than dragons, you ask? Even if you’ve purchased the Welcome Bundle before, you’ll be able to grab this one too!

       
      Upcoming Game Events
       
      Hallow’s End
      The Headless Horseman returns for another spooktacular Hallow’s End event starting October 17! Just like last year, the Tavern will be decked out in horrific fashion, the dual Class Arena returns, and you’ll face the Headless Horseman in the Tavern Brawl. In the spirit of the season, we’re tossing a few more treats in the bag this year, and we’ll let you know all about them as the Headless Horseman’s return draws nigh.

       
      Hallow’s End also marks the arrival of a friendly new Paladin Hero who will be available for purchase as a part of a special deal!
       


      And that’s what’s In the Works for Hearthstone! Thanks for joining us, and we look forward to hearing what you think, so let us know on social media, or in the comments below.
      New Paladin Hero, new Classic cards, an improved new player experience with more loot and more!