[WILD] Time Mage (Giants Quest OTK)

Last updated 4 years, 9 months ago by
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Hello Wanderer,

Just wanna share a nice deck I've been climbing the Wild ladder with for a few weeks now.

So far, I went from rank 20 to rank 10 with it, and it's kinda consistent, with a pretty high amount of wins and a lot of fun.

It's basically the Giants/Quest OTK archetype, but arranged to mostly rely on spells and allow you to win with different combinations of Giants and Combo cards.

 

The concept is the same as usual:

- Play Open the Waygate at turn 1
- Get as many spells as you can thanks to Magic Trick, Primordial Glyph, Tome of Intellect and Mana Cyclone (which can be summoned for free with Elemental Evocation, of course)
- Get at least 3 Combo Cards (thanks to Research Project and Arcane Intellect)
- Survive until the Quest is completed and you're at turn 9 (or 8 depending on the combo you can play) : to do this, you have 2 Ray of Frost (which can trigger the Quest with the second spell), Frost Nova, Blizzard, Doomsayer (which is a great combo with your freezing spells or in early game to gain a turn), or even Ice Block (this one will often be crucial to survive the last turn before your combo).
- Shatter the ennemy's hopes and dreams

 

Now, the particularity of this deck is the fact that it makes the combo easier to set up. Basically, you have two pools of cards.

 

The "Giants" pool

Arcane Giant Card ImageArcane Giant Card ImageMolten Giant Card Image

 

The "Combo" pool

Archmage Vargoth Card ImageAlexstrasza Card ImageEcho of Medivh Card Image

 

Now, all you need to start your combo is at least 1 card from each pool, and a third one from either of those pools. The fact that there are 2 different pools from which you can draw a combo card increases the odds to get the 3 needed cards before turn 9 or 8 and makes your OTK easier to set in motion.

 


Possibilities with 2 Giants and 1 Combo card

 

Classic combo

Time Warp Card ImageArcane Giant Card ImageArcane Giant Card ImageArchmage Vargoth Card Image

Requires at least 9 mana cristals.

Turn 1: 2 x Arcane Giant, Archmage Vargoth and Time Warp.
Turn 2: 18 Damage.
Turn 3: 18 Damage.

Total damage: 36.

 

Unexpected combo

Time Warp Card ImageArcane Giant Card ImageArcane Giant Card ImageAlexstrasza Card Image

Requires at least 8 mana cristals.

Turn 1: 2 x Arcane Giant and Time Warp.
Turn 2: Alexstrasza to reduce the ennemy's remaining life to 15. 16 Damage.

Total damage: 16 (ennemy at 15 HP).

 

Cloning combo

Time Warp Card ImageArcane Giant Card ImageArcane Giant Card ImageEcho of Medivh Card Image

Requires at least 9 mana cristals.

Turn 1: 2 x Arcane Giant, Echo of Medivh, 2 x Arcane Giant and Time Warp.
Turn 2: 32 Damage.

Total damage: 32.

 


Possibilities with 1 Giant and 2 Combo cards

 

Assisted combo

Time Warp Card ImageArcane Giant Card ImageArchmage Vargoth Card ImageAlexstrasza Card Image

Requires at least 9 mana cristals.

Turn 1: Arcane Giant, Archmage Vargoth and Time Warp.
Turn 2: Alexstrasza to reduce the ennemy's remaining life to 15. 10 Damage.
Turn 3: 18 Damage.

Total damage: 28 (ennemy at 15 HP).

 

In extremis combo

Time Warp Card ImageArcane Giant Card ImageEcho of Medivh Card ImageAlexstrasza Card Image

Requires at least 9 mana cristals.

Turn 1: Arcane Giant, Echo of Medivh, Arcane Giant and Time Warp.
Turn 2: Alexstrasza to reduce the ennemy's remaining life to 15. 16 Damage.

Total damage: 16 (ennemy at 15 HP).

 

What the hell combo

Time Warp Card ImageArcane Giant Card ImageArchmage Vargoth Card ImageEcho of Medivh Card Image

Requires at least 9 mana cristals.

Turn 1: Arcane Giant, Archmage Vargoth and Time Warp.
Turn 2: Echo of Medivh, Arcane Giant and Archmage Vargoth. 10 Damage.
Turn 3: 20 Damage.

Total damage: 30.

 

Note that the Molten Giant has been added to this deck because you have plenty of cards which can be used to control the incoming damage, including Ice Block, so in most cases, it can be interchangeable with Arcane Giant.

 


Possible issues

Now, of course, all those OTK combo are feasible as long as the ennemy doesn't get any Taunt minion, or too much armor. But in fact, you can win even with those conditions:

- If the ennemy has 1 or 2 Taunt minions on the board, just wait for another combo card which can help you. Most of the times, a second or third Giant, Echo of Medivh or Archmage Vargoth will get you throught it.
- If the ennemy gathers a lot of armor, just add more damage or reduce his life. Get 2 Giants, [Hearthstone Card (Alextrasza) Not Found] and Archmage Vargoth or Echo of Medivh, and you'll easily take your opponent down.
- Weird situation that happened once or twice: if the ennemy uses one of your Ice Block or has one of his own. Just wait for Vargoth to set up your combo. And trigger the Secret on Turn 2. It will disappear for your 3rd turn and you'll be able to take him down.

Obviously, the more Giants or Combo cards you draw, the more powerful and impressive the OTK will be.

 


Some advices

- The main point of proposing this deck is that apart from the two pools of combo cards, the rest can be adapted to the cards you have. You can therefore add a Banana Buffoon for the 2 Bananas (which are considered as spells to trigger your Quest), or a Coldlight Oracle to draw more cards... Or you can even replace the Tome of Intellect by more freezing spells, for example.

- Mana Cyclone is great, but consider the amount of cards you have left in order not to waste one of your combo cards because of a full hand.
- Doomsayer is easily countered in mid and late games. Don't worry. At least it will make the opponent play a spell or focus his minions on this one. It will make you gain a free turn. Note that this card can be used in early game too, to prevent your opponent from summoning too much minions (against aggro decks, for example).
- Do not neglect Magic Trick's potential: it will often propose you some secrets, notably an Ice Block. That's one more free turn you can gain.
- Depending on the opponent's deck and your hand, it can really be useful to wait before playing Magic Trick and Primordial Glyph, so you can pick the spells which will help you the most at that particular time.
- COUNT EVERYTHING. Do not start your combo before having the right amount of mana cristals. Be sure of the amount of damage you'll deal to your opponent by the end of the combo and that it will kill him. I messed up too many times because of that...
- Do not panic. No, really. Losing health points is part of this deck's strategy. As long as you have a backup plan, like a freezing spell, or an Ice Block, you control the damage you get. And it's useful to summon the Molten Giant. In early game, taking damage will make you save some important spells which will be way more useful in late game. It takes some trials to get the hang of it, you'll learn from each lost game.
- Finally, remember that this deck depends quite a lot on RNG. But it doesn't make it weak or uncompetitive. To be honest, it makes it funnier and can be surprisingly strong on some tricky situations.

 

Good luck to y'all and have fun!

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Comments

  • Yadeehoo's Avatar
    170 44 Posts Joined 06/13/2019
    Posted 4 years, 9 months ago

    Thanks for this amazing guide. 

    1
    • Volker's Avatar
      60 3 Posts Joined 05/29/2019
      Posted 4 years, 9 months ago

      You're welcome! Enjoy!

      0
  • Xadnok's Avatar
    35 4 Posts Joined 05/31/2019
    Posted 4 years, 9 months ago

    Love it! Really takes me back a couple of years with the echo of medivh.

     

    Insanely well written guide aswell :)

    3
    • Volker's Avatar
      60 3 Posts Joined 05/29/2019
      Posted 4 years, 9 months ago

      Yeah, it really is an invaluable card! Being able to fill your board with giants when you just had two in your hand to start with, is priceless.

       

      Thanks for the feedback! Glad you enjoyed it mate! :)

      0

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