Giants Quest Mage Deck

Last updated on Apr 11, 2018 at 23:56 by Kat 26 comments

This deck aims to harness the full power of the Mage Quest reward, Time Warp. By taking advantage of powerful Freeze effects, it aims to stall the game to allow enough time to complete the Mage Quest Open the Waygate while simultaneously trying to draw sufficient combo pieces to win the game.

This particular version of the deck utilises cheap Molten Giants and Arcane Giants in combination with Time Warp to burst down opponents.


Giants Quest Mage Card List

This deck costs 7,920 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards
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Giants Quest Mage Mana Curve


Giants Quest Mage Strategy

Giants Mage is a Freeze Mage variant that relies heavily on the power of cheap Molten Giants and Arcane Giants rather than damage spells. The addition of the Quest reward, Time Warp, removes one of the deck's previous weaknesses to powerful board clears by allowing Giants to be played and attack before opponents are able to react.


Giants Quest Mage Mulligans & Matchup Specific Strategies

As this is a Quest deck, Open the Waygate will always appear in your mulligan. Despite this being the case, it is not always correct to keep it as it can be far too slow to complete in some matchups.

Babbling Book and Arcanologist are both exceptional cards to have in any matchup as they both allow you to develop the board, while simultaneously pushing you towards your win condition.

Against Aggro, you will be unable to complete your Quest in a timely manner and should aim to win through trying to get a few Giants to stick to the board. In your mulligan, you should additionally look for Frostbolt and Doomsayer and be sure to throw away Open the Waygate.

Against Control, you can be much more greedy in your Mulligan. Arcane Intellect and Aluneth are strong cards to keep, to ensure you can cycle through your deck more efficiently.


Dictating The Pace Of The Game

As a Freeze Mage deck, there are many tools at your disposal that influence the pace of the game, and understanding how to use them is the key to success. The cards in your hand will be the biggest influence of how you decide to play and should always be carefully considered. For example, having early cards like Arcanologist and Babbling Book allow you to efficiently curve and pressure opponents. On the other hand, having cards like Frost Nova, Doomsayer, and Blizzard demand you play a much slower game, extracting as much value as you can from your Hero Power and other cards before you have to use them.

Aside from the cards in your hand, your opponent's deck will also hugely define how you decide to play out your hand. Against Aggro decks, it is generally correct to play as Mana efficiently as possible to fight for the board. Playing a Doomsayer on Turn 2 is often considered an excellent play to slow down Aggro, so it can be worth saving it for Frost Nova if you can contest with board with other cards in your hand. Against Control decks, it is usually favourable to focus purely on assembling your win condition, using Mana and cards efficiently to cycle through your deck and complete your Quest.


Spell Management & Quest Completion

Due to the requirement of Open the Waygate, the deck only runs 2 copies of Frostbolt as removal, forcing you to rely on a large number of generated spells to navigate each game. The deck has two main methods generate spells and understanding them is key to success. Firstly, fully random effects such as Babbling Book are highly unreliable due to their unpredictability. To get the maximum value out of them, it is best to try to be proactive with these cards, to give you the opportunity to assess the situation and how best to use the spell. Although also random, Discover effects like Primordial Glyph are more reliable. Discover effects can be saved and played proactively if needed, regularly offering a playable spell in most situations, even if it is not perfect.

With regards to completing the Quest, there are many tips and tricks that help make it more achievable. As previously mentioned, using your random spell generating effects greatly helps, knowing what you have available greatly helps you plan many turns ahead. There is no urgency to play the Quest, and it is much more favourable to follow a strong curve where possible as spells can be generated and saved until the Quest is in play. Perhaps most importantly, The Coin counts towards completing the Quest, which yields a huge advantage going second and may allow you to alter your strategy dramatically. Primordial Glyph also has the potential to be amazing, as the Mana reduction from the effect is equal to the Mana cost of the card, and it has the potential to recursively Discover a copy of itself, greatly boosting your Quest progress for free.


Ending The Game

Due to the deck being so oriented around Open the Waygate, it is very limited in its methods for winning the game. The primary win condition involves using a combination of Molten Giant, Arcane Giant, and Alexstrasza in combination with Time Warp to kill opponents in a single turn. While the winning combo is straightforward, getting in a position to use it takes careful planning. Where possible, you could try and line up drawing your final combo piece and finish the Quest at the same time, which usually means prioritising either drawing cards or playing spells. However, one often overlooked factor is the cost of your combo pieces. Due to the great variance in the cost of your giants, it is important to ensure you can play everything you need alongside Time Warp in a single turn. Arcane Giants will naturally become cheap over time and may require you to use an additional spell or two, but Molten Giants require careful rationing of your Health to be played and may often require allowing your opponent to deal extra damage to you earlier in the game.

Occasionally, it is possible to win without Time Warp, either because you mulliganed away your Quest against Aggro, or you were just unfortunate with your card draw. In these games, you will often find yourself incredibly behind and able to play cheap Molten Giants. Decks able to pressure you in this way will often have no answer for large threats, allowing you to use your giants to quickly take them down as you survive with Ice Block. However, it is important to note that this line of play is risky if your opponent survives, as it greatly hurts the potency of your primary combo.


Giants Quest Mage Card Swaps

Ghastly Conjurers can be included as a consistent source of spells for Open the Waygate.

Weapon removal such as Acidic Swamp Ooze or Harrison Jones can be included over Babbling Book if decks utilising Legendary weapons become problematic.



  • 11 Apr. 2018: Deck moved to the Wild format.
  • 22 Dec. 2017: Removed 2x Shifting Scroll, 1x Aluneth for 2x Coldlight Oracle, 1x Babbling Book.
  • 08 Dec. 2017: Deck updated for the Kobolds and Catacombs expansion. Removed 2x Kabal Courier, 2x Ghastly Conjurer, 1x Babbling Book, 1x Blood Mage Thalnos, 1x Volcanic Potion, 1x Arcane Giant for 2x Cabalist's Tome, 2x Leyline Manipulator, 2x Shifting Scroll, 1x Blizzard, 1x Aluneth.
  • 11 Aug. 2017: Deck updated for the KotFT expansion. Removed 1x Mana Bind, 1x Cabalist's Tome, 1x Blizzard for 2x Ghastly Conjurer, 1x Ice Barrier.
  • 28 Jun. 2017: Guide updated to new archetype format.
  • 04 Apr. 2017: Deck added.
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