I'm not very good at deck building. But I have an idea for a deck and I need you help. I want to use the new buffed mage cards (Parrot, Dawngrasp, Wildfire), but it should not be a Big Spell Mage. Of course we need at least some good spells >5 mana for the Parrot. I like Mask of C'Thun and [Hearthstone Card (Arcance Overflow) Not Found], because it's sure they hit enemies. I'm thinking about Deep Freeze and Rune of the Archmage, too But I don't want to add other big spell stuff like Balinda, Clumsy Courier or Tower. So tboth of them might be too expensive. At least Deep Freeze is a Frost spell, which is good for Dawngrasp.
The second idea is to narrow the spells that Dawngrasp will cast, e.g. he/she/it should always play Wildfire as the only Fire spell. So I would probably only add max only one other Fire spell, maybe Fireball to close out games. By this I expect the hero power of Dawngrasp to be at least 4 damage from the beginning.
So the synergies I want to build around are Hero Power + multiple Spellschools + >=5mana spells that target enemies. The Parrot should cast Mask, or Overflow (or Deep Freeze). Dawngrasp should cast Wildfire, Mask, Overflow (and/or Deep Freeze).
This is the current skeleton I created containing the core cards of my idea.
There are obviously some HP synergy cards missing (Manafeeder, Tour Guide, Fallen Hero, Coldarra) and the Frost spell(s) (Deep Freeze and/or Ice Barrier?) that I'm unsure about how much and which to take. I thought about Starscryer, too. Can you help me to put some flesh onto the bones?
You probably need either Ice Barrier as the only ice spell or you might need to play Fire Sale as well, depending on the meta. Magister Dawngrasp has been buffed but the issue with survivability still stands, and I really dont think you can get away with not having some defensive tools around for a 7 mana card.
Yes, it might be funny to see dawngrasp having a 5 damage hp, but I think if you breached the 3 damage barrier your hp is already good enough to win the game on its own, so there's no reasons why you need Wildfire as the only fire spell.
Ping mage might not need so many heavy spells to win games. I havent tried it myself, but I think you just never play stuff like Mask of C'Thun or Deep Freeze. Even Rune of the Archmage seems too much, because you always just want modresh to finish the game. For that reason, you'd want stuff like Taelan Fordring. Some spell tutors like Starscryer and Frostweave Dungeoneer is almost too crucial as well, because you always want your wildfires early. Of course, if you plan to put heavy spells in, you should also consider Deepwater Evoker, which can provide some health along with tutoring a spell.
I ended up with this list after your comments:
I did two ranked games which I lost. One against a Control/DR/N'Zoth Priest which is a bad matchup. I could not create much pressure, so I lost before opp even was forced to play Xyrella hero. In Casual (I may have a worse MMR there) I played two Paladins, which seems to be a good matchup. I won both. In the second match I beat 3 Librams of Hope + Cariel Hero. My Hero Power was at 11 and I was at around 30 health. I didn't have to use Mordresh which was my bullet if they could stick another board. But Mordresh was already worse than Reckless Apprenticse. In fatigue I was favoured with 6 dmg vs 2 dmg each turn.
So my conclusion after a small sample size: inconsistent, but fun. Needs some refinement.
Fallen hero is an interesting inclusion. Why not Amplified Snowflurry? Its basically another tour guide.
I think there's enough justification to swap Deep Freeze with Rune of the Archmage, which will likely improve your matchup against midrange decks that aren't paladin. Deep freeze doesn't curve into dawngrasp anyway.
Not exactly what you are looking for, but maybe you can find some inspiration here:
I notice I am confused. Something I believe isn't true. How do I know what I think I know?Harry James Potter-Evans-Verres, hpmor.com
Quote From dapperdogFallen hero is an interesting inclusion. Why not Amplified Snowflurry? Its basically another tour guide.I think there's enough justification to swap Deep Freeze with Rune of the Archmage, which will likely improve your matchup against midrange decks that aren't paladin. Deep freeze doesn't curve into dawngrasp anyway.
I'd like to squeeze out one extra damage from hand for the HK. But I'll try Amplified as I see that all similiar deck lists contain it. But I don't think, that "Random BS, go!" is a better tactic than freezing enemies 1-3+ times.
@anchom4n Thank you, but this deck really seems to go more into the big direction
I found that Regis played a similar deck to mine recently. Haven't watched it yet. Maybe this gives me more inspiration: https://www.youtube.com/watch?v=ixPf9CDcfbY
I took some inspiration from your build, made one of my own. So far looks promising with a few wins.
# 1x (1) Tour Guide# 2x (1) Wildfire# 2x (2) Amplified Snowflurry# 2x (2) Manafeeder Panthara# 2x (2) Pandaren Importer# 2x (2) Starscryer# 2x (2) Wandmaker# 2x (4) Deepwater Evoker# 2x (4) Reckless Apprentice# 1x (4) Varden Dawngrasp# 2x (5) Arcane Overflow# 1x (5) Taelan Fordring# 2x (6) Grey Sage Parrot# 1x (7) Clumsy Courier# 1x (7) Magister Dawngrasp# 2x (7) Mask of C'Thun# 1x (8) Mordresh Fire Eye# 2x (9) Rune of the ArchmageAAECAf3VAwabzQPY7AOd7gOx9wOgigSoigQM97gD+84D/tED+90D0+wD1uwDyfkDkoEEk4EElIEEoZIE+6IEAA==
Honestly, Im beginning to have second thoughts about Tour Guide. 90% of the time I'd mulligan this just to get a better chance at getting Wildfire, which is honestly the best card in this list. I might at some point experiment with Shivering Sorceress or add in one Devolving Missiles to have a better matchup against paladin and priest, because tall decks really tests this deck.
I find that Multicaster is really not required because the deck is fairly midrange, and most of the time Im just playing two cards per turn at most. I'd rather be discovering stuff, and there's 5 tutor cards in there already.
Not having Ice Barrier still peeves me, but I think its better to chance it off discovers because some games its just useless, and you'd want to be aggressive if you can. Might experiment with Fire Sale in exchange for Starscryer if things get too aggressive.
Edit: I think I should at least mention that Rune of the Archmage is still just too good to ignore completely. Its not 'random bs go' because the spells will target enemies whenever it can, so 90% of the time it'll just clear board, or do some small damage to opponent's face. Mage has a massive weakness to tall boards, and this is an easy way out of it. Maybe 2x would be too much, but if we're sticking to the big spells ping mage idea, then at least 1 would be fitting.
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