With the new patch I decided to give imbue mage another go. I put this one together and had a pretty smooth climb to legend with it.
Time will tell if it stays good, but it was farming the unrefined meta pretty hard yesterday.
Hope it works out for you all!
Mulligan tips: go for an early curve. Above all else you want to get the imbues stacked to 3 or 4 ASAP so the button is worth pushing. Creature of madness is quite good on 2 into 3.
When it’s safe, set up artificer discounts so a later draw of Hataaru is game warping.
Set up knickknack only when you have nothing better to do. I’m using it instead of divination because it doesn’t require finding and having wisps first, so it can help recover a fully dead hand.
Void ray is in there so that Hataaru can discover shield battery and photon cannon.
### Skyla Imbue Mage
# Cost: 10620
# Format: Standard
# ⬜ 2x (1) Seabreeze Chalice
# 🟦 2x (1) Vicious Slitherspear
# ⬜ 2x (1) Violet Spellwing
# ⬜ 2x (2) Bitterbloom Knight
# ⬜ 2x (2) Creature of Madness
# 🟪 2x (2) Spirit Gatherer
# 🟦 2x (3) Knickknack Shack
# 🟦 2x (3) Metal Detector
# 🟦 1x (3) Void Ray
# ⬜ 2x (4) Flutterwing Guardian
# 🟪 2x (4) Resplendent Dreamweaver
# 🟨 1x (5) Exarch Hataaru
# 🟦 2x (5) Ingenious Artificer
# ⬜ 2x (5) Wisprider
# 🟨 1x (6) Portalmancer Skyla
# 🟨 1x (6) Puzzlemaster Khadgar
# 🟨 1x (7) Shaladrassil
# 🟨 1x (8) Aessina
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3 Likes
How do u feel about the hybrid one with colossus? Imbue is fun but why does everyone jam protoss cards in there
I think that protoss is a dead end for mage constructed now. Colossus is just too slow for a non-otk.
I find this deck just runs out of gas. No supernova, you have your one pop off turn and Aessina which isn’t that great against a big board.
The 1-drops seem like you mean to have an aggroish bent, but I can’t see how this wouldn’t be too slow against aggro like egg hunter and too weak against midrange and up.
The Protoss cards are at least usually decent tempo, though the hit to Chrono Boost does hurt. Colossus is decent enough at 2 turn kill, because it does crush the board when it lands.
If you insist on no protoss then it needs something like supernova or arkwing to provide a punch. Wisp spam alone ain’t it.
Hataaru is the reach when you need it along with tree.
They are just to establish tempo, the deck tends to start off a little slow and turn the corner in the mid game. It can’t afford to completely pass turn 1, and the chip damage from it adds up with the much reduced healing of the format.
Hataaru is usually good for 10+ damage, as is Tree and Aesina, which pairs quite well with an Ysera awakens. I have had some issues with being killed by hyper aggression, but almost never had an issue running out of damage to win over 50 or so games. Once you start churning out 4 damage and 4 wisps per turn, most decks trying to control you pretty quickly run out of options, or as they begin to stabilize one of the deck’s 3 finishers are enough.
It would suck against tortolla, but warrior is on the struggle bus right now.