It’s basically the only thing on the ladder at diamond 5 and above and understandably so. The deck is so beyond stupid and any sort of board presence just kills you but if you don’t have board presence you die to the constant missiles. I haven’t tried armor DH yet but given that mage can easily do 50+ damage if you have more than 1 minion on the board multiple times a turn i’d wager it wont help much
The mage imbue ability is insanely strong. After its imbued a few times, a mage can re-populate the entire board every single turn and its impossible to stop.
Yea idk how blizzard didn’t forsee this. It was the most obvious combo the moment it got released. It seems unless you’re a hyper aggro deck that draws perfectly and they draw terribly you don’t really have a chance to win. Even then they run ice block in wild which gives them extra turns to catch up.
I haven’t been able to find a single deck that can compete with it, none of the classes have the ability to gain enough armor/hp in time before they can imbue like 3-4 times and if you ever commit more than 1 MAYBE 2 minions on the board its gg
Pre-Emerald Shadow Priest kicks its butt just fine. Mage can’t ramp up in time. Not sure what you are complaining about.
Yeah I haven’t figured out how to stop it. I could see a future nerf hitting that deck because it’s hero power is too strong.
take their hero power, and turn it into something else
I have been playing with my mage decks since that is the Class I have made my goal to get to legendary this month, and personally from what I have experienced the Imbue Mage just SUX my Protoss decks blow it away. Now I don’t net deck, I am playing with decks that I created, so maybe the sites have builds that are better but in my experience Imbue Mage is useless.
imbue mage has a crazy combo
+
+
these 3 cards are crazy with imbue
Now that I definitely agree with. One thing I did find in running imbue mage (with those cards and wildfire added in). You gotta imbue at least once before you play the Wild Fire other wise it’s effect isn’t the same.
imbuing again will give them the imbued hero power back at full value, they won’t restart from 0
However I fail to understand how this is such a problem in wild but not in standard.
What makes the wild deck so strong that the absurd wild powerlevel can’t deal with it ?
Like how is it better than holy libram paladin dumping 20/20 of stats on turn 3 or 4 ?
i never said it could beat the turn 4 killers
but it can win around 8
as for dealing with the heropower, maybe try turning it off?
or maybe copy it?idk
Paladin for the past few expansions has had the issue of “If you leave 1 minion on the board you’re dead” but they can be dealt with if you focus purely on board clearing till they run out of stuff. Control decks do stop that deck pretty well (at least in wild idk about standard)
Unless you kill them before they get sing along + apprentice and imbue about 2-3 times you don’t really have any options. Brann often results in a massive overkill so it’s not even needed. Ice block is also a massive issue (as always) in that it buys them more time to actually get to those cards and there’s only so many tech cards you can put in for oppressive decks before it starts to make you unable to win any other matchup
That I hear, but imbue mage is not a control deck, is it ? How does it deal with a wave of Flickering Lightbots and Lightrays being dumped on turn 3/4 with divine shields ? Paladin is just one example of a deck that seems like it should be able to outrun them
My question was not “how do we deal with all abdusrdly strong decks in early ?”
Just “what makes the mage deck MORE of a problem than the other ones ?”
There are other broken Paladin decks in wild too you know. Uther of the Ebon Blade OTK is still around too. Holy wrath also still exists.
why do you keep asking this?
who says its worse than the turn 4 killers?
I finally encourage myself to climb the wild ladder, and realized that this mage is not that invincible as he seemed at first, something thst i liked is that is very vulnerable to the old conventional aggro paladin with call to arms, and if you are wonder what changes compared to the Libram, is that the deck uses the nerubian weblord, all the minions the mage uses are battlecrys except the holotechnicians i think so you delay them so much that they can no longer return to the game. Another poster suggested the nerubian in other thread and works very well, plus it this deck has oh my yoggs, these take away the draws for them, and that weakens them a lot…
But if you don’t like playing aggro, I was also beating them with highlander imbue pally xD,but for this it is mandatory to use disruptive cards like rat and theotar, normally they uses a reckless aprentice to stabilize and the second to finish you off…
Sometimes removing one is enough, but i was able to remove both from some of them…
Aggro Pally: AAEBAaWDBhL6DpG8AsikA+PrA8mgBJfvBIGWBYSWBdShBY3+BZmOBryPBvWVBsekBrrOBsj/BrSBB6WFBwuIDvjSAp3sAumwA4PeA5X1BZGOBs6cBvyoBq3FBoXiBgABA/OzBsekBvazBsekBu3eBsekBgAA
(you can change ursol or liadrin for one drops, im experimenting with it)
Highlander:
AAEBAfmhByj6DsMWhRf8/ALAjwP8owOHrQORsQOT0AOm7wOL+APgiwTunwS42QSX7wT9xAWN/gWZjgacjgbRnga0oQaVogavqAap9QbW+gah+wbP/gbv/gbw/gbI/wahgQe0gQf3gQeSgwfDgwfygwfAjwfDjwf0qgfrrAcAAAEDmY4G/cQF0Z4G/cQF6e0G/cQFAAA=
read before replying… that has nothing to do with what I ask…
Well no one is currently asking for a counter to the other ones
so I’m trying to understand what’s special about this one
what makes it so special that the existing decks are not able to deal with it and the community has to brainstorm to find a counter ?
Block their hero power and they are done, there is a card that prevents hero power to be used it cost 3 mana and it’s 2/5.
Well, the others aren’t new decks. Imbue mage is. (if the other decks are new, feel free to start another thread about them)
Not everyone - in fact I suspect most people - need time and effort to learn and adapt. Part of that includes talking about it and discussing what counters it.
Reckless Apprentice interaction fires it each time for all minions and the hero, but the pings are all random and the whole interaction completes each time. With Singalong you can easily exceed 100 damage from the effect.