As always, my disclaimer! After returning to HS 7 months ago I have done a write up on the deck I used each month to hit legend. I did not do one a few weeks ago because I was honestly disgusted by the meta. But, things have shaken out a bit and I was in the mood. So, here we go.
BSM(Big Spell Mage) is at its heart, a midrange deck with combo elements. Which is a weird thing to say about a deck that spams 9 and 10 cost spells starting on turn 4. The deck has already gone through some evolutions and some more attrition based versions are seeing play. This will be about the build I landed on.
Pros:
The deck can just outright win games on turn 4-6 with the opponent having no chance to really do much about it. With the right draws you can drop a big spell turn, after turn, after turn. The amount of value and damage can overwhelm even the most controlling of decks. The deck in its current version is very consistent. There are multiple ways to pop off turn 4-6.
Cons:
Hyper aggressive decks can take you out even if you land a turn 4 Tsunami/Volley. If an opponent can land 6+ attack minions on board early then they can just eat up your elementals. No healing. If you get low their is nothing to bring you back up out of lethal range.
Matchups:
DK
As long as you are not running the Surfalopod/Under the Sea version then this is a very positive match. Not having to worry about random plagues make it a much better time. I put this far into mage’s favor.
DH
Pirate Demon Hunter can put out some very serious pressure and have you mostly dead before a Tsunami can hit. I barely ever see any other Demon Hunters, so I can’t comment on them. I put it a bit in Demon Hunter’s favor.
Druid
I do not understand how some people are saying Druid does well against BSM. These are almost always outright free wins. The only time I have ever had a bit of trouble is if they land an ultra early Ziliax. Heavy in mage’s favor.
Hunter
I only see a few egg Hunters here and there. I barely see any Hunter if I am being honest. They were all lopsided wins for mage.
Mage
Whoever gets more Conmans wins. Or if you hit a perfect Cult Neophyte for the blowout.
Paladin
Handbuff pally can dump enough stats to eat your Elemental and has enough lifesteal to stay in the game. HB takes the edge. I only faced a couple Earthen and combo Paladins. They went down without much ado.
Rogue
The new weapon rogue gets hard countered. Wishing Well Rogue can high roll some insane Legendary minions but often can’t overcome multiple Tsunamis. Same with excavate.
Priest
I am barely seeing them and I am only seeing Zarimi. They never have an answer to Tsunami spam. Mage’s favor.
Shaman
Swarm Shaman can be absolutely terrifying. If they curve out you are going to be hurting before you get your 1st Tsunami out. Swarm is favored. Big/Reno Shaman is not the terror I see people talk about. They always crumple around turn 6.
Warlock
Painlock is an absolute menace. 8/8 giants and 6/6 Infernals eat your elementals. Combined with an aggressive opener it can just ruin you. Definitely in Painlock’s favor. Sludgelock is just a question of if they get Pop’gar/Crescendo. If they don’t they struggle.
Warrior
If they do not get an early Ziliax they just fold to Tsunami spam.
Notable Card Choices:
The Galactic Projection Orb. Good lord this thing does work. Having a Volley and Tsunami loaded can end a game. Getting to spam it with Conman feels so absurd. With spells from Zephrys/Kalecgos/etc added into the pool you can just instantly end a game. The only downside is that it can snipe the mana reduction from Tsunami. This is well worth the risk in my opinion. It is just that strong. I have discovered Vanish off Zephrys allowing me to go infinite.
Kalecgos. I do not see how this guy does not get more love. He can come down on turns 4-6 with Sea Shill. Even on turn 8 I have had him get insane value. On turns 4-6 the opponent may be able deal with the elementals, but often times the 12hp is too much to overcome and he continues to see value. He has been a powerhouse every time he hits the field.
Puzzlemaster Khadgar. When he comes down on turn 4 he is pretty fantastic. Turn 5 good. And turn 6 he is fine. He is not there to outright win games. He is there to just build up value and tilt the scales in your favor.
Dreamplanner Zephrys. Sometimes he gives you the nuts. Sometimes it is just decent. Over the long haul it is almost always useful and adds fuel to your Orb at the top end. He can literally create an infinite if you get a Vanish.
Skyla/King Tide. They are pretty obvious as they allow you to pop off as early as turn 4.
Mulligan:
Skyla/King Tide are auto keeps. You keep anything that can produce coins. Lastly you want either a big spell or Watercolor Artist so you have a big spell to pop off with. Against other mages you are hard looking for and snap keeping Cult Neophyte. I have completely blown out other mages countless times because of it.
How to play:
The deck pretty much plays itself. Get coins or Sea Shills so you can drop a Skyla/King Tide into Tsunami as soon as humanly possible. Then start playing Conman until the opponent concedes. Khadgar and Kalecgos are extra ways to pop off if you do not draw into Skyla/King Tide. You just bury people under value.
Should it be nerfed?
No. Other decks are doing brutally broken things. If I had to nerf one thing, I would put Skyla to 6 mana to push the speed back a turn. The deck can be completely blown out or pushed back a turn or two just with a well timed Neophyte or Speakerstomper.
Here is the final list I landed on.
BSM
Class: Mage
Format: Standard
Year of the Pegasus
2x (1) Miracle Salesman
1x (1) Scarab Keychain
2x (2) Cult Neophyte
2x (2) Gold Panner
2x (2) Greedy Partner
1x (2) Instrument Tech
2x (2) Wandmaker
1x (3) Dreamplanner Zephrys
2x (3) Metal Detector
2x (3) Sea Shill
2x (3) Watercolor Artist
2x (4) Conniving Conman
1x (4) King Tide
1x (5) Portalmancer Skyla
1x (6) Puzzlemaster Khadgar
1x (8) Kalecgos
2x (9) Sunset Volley
1x (10) The Galactic Projection Orb
2x (10) Tsunami
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