Wild spell mage is really a problem

I was just playing one as discolock…
managed to discard 4 of their useful cards (both apprentices, brann, azure drake) cleared 1 flamewaker, and luna, clearing board while not being able to draw a cataclysm.
yet this stupid deck was still able to easily complete the quest and barf giants as well.

magic trick and spell giant were mistakes.

I don’t even think she even got to annoy me with twinfreeze or frost nova yet.

probably more annoying than big prist because at least then you know the game is really over by turn 4

I don’t even both running Brann or Azure Drake in mine. The deck is a ton of fun, but far from invincible.

My favorite is scoring lethal without even needing the Giants or sometimes even Timewarp.

Flamewaker :heart::heart::heart:

What you need is luck and good timing with a dirty rat and take out their giant. If they lose their giant, they have less a chance of winning. Or coin a skulking geist at turn 5 and hope they can’t pull their BS twinspell shaninigans off.

Skulking Geist would definitely be a problem for the version of Quest Mage that I run. Nine 1-cost spells if you count the Quest.

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We all know that correct name is Flamewanker

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Still don’t know how I feel about this deck, especially since there doesn’t seem to be one single list. Some go for a big Flamewaker play. Some can OTK off the Quest. Some just to for mass value and aren’t reliant on the quest to win. Some run Flamestrike and Blizzard, others Frost Nova+Doomsayer. They can handle small mooks, and they can Ray big ones to stall pressure.

I had to switch my decks around since whenever they pop off on T5 with Flamewaker, Apprentice and Cyclone, I tend to be unable to return; can’t deal with a board reset while they have a full hand and I have to handle an Apprentice and Flamewaker on 6 mana before I can even begin coming back - can be hard for an Evens Shaman since I need exactly Jade Claws and Lightning to do it cleanly.

Very aggressive decks like Mech Hunter seem to work - the Mage can’t afford to save resources for the big Cyclone turn and have to blow stuff early just to live, reducing the impact of the big turn 5. Otherwise, I’ve had a grand old time with Loatheb, which effectively denies the power turn once, and gives slightly slower decks a chance to set up a favorable situation (ready up for Bloodlust, plant an Explosive Rune, Void Caller shenanigans, etc).

The last good resort was also to play decks that simply do not play a board. No target for Ray of Frost, no vulnerability to Frost Nova + Doomsayer, and it’s not like the deck is proactively flooding the board with minions. Because of this, Hourlock seems to work - nothing they can do until the Darkest Hour turn, and by then, there’d ideally be an Unraveler on the field behind taunt.

Theoretically, this deck does well against Big Priest which is why it’s so popular, but I’ll admit I don’t entirely see how.

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its the most fun deck to pay in wild by far,and flamewaker is king.
It can struggle with agro and t5 as a power turn is quiet late,also requires both flamewaker+apprentice in hand.
Its fun to solo odd paladin with flamewaker,they never get on board anymore. I play it without the quest,which is quiet a bit weaker but still lots of fun.

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This is the one I’m running…

Timelord
Class: Mage
Format: Wild

2x (0) Elemental Evocation
1x (0) Freezing Potion
2x (1) Ice Lance
2x (1) Magic Trick
1x (1) Open the Waygate
2x (1) Ray of Frost
2x (1) Shooting Star
2x (2) Frostbolt
2x (2) Mana Cyclone
2x (2) Primordial Glyph
2x (2) Research Project
2x (2) Sorcerer’s Apprentice
2x (3) Arcane Intellect
2x (3) Flamewaker
1x (3) Stargazer Luna
1x (4) Archmage Vargoth
2x (12) Arcane Giant

AAEBAY0WBIS7AtDBAu72AtaZAw2sAasE5gSWBeMRgrQCmMQCtPwCuf8CyIcDn5sD4psD/50DAA==

To use this deck, copy it to your clipboard and create a new deck in Hearthstone

3 Likes

The deck is known as miracle mage (not the OP version with brann and drake)

Miracle indeed, I was able to win once versus a handlock who had like 50/50 stats on his board and almost full health with vargoth+quest+2xapprentices+2xflamewaker+giants

I haven’t had this level of miracleness since vanilla miracle rogue with the auctioneer

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Personally I’ve always seen it referenced as Quest Mage now, both Tempostorm and Vs refer to it as such since Exodia (OTK) doesn’t use Quest anymore.

I’m with Teo in not knowing how I feel about the deck overall. I HATE the Vargoth interaction with the Quest (+2 turns) but outside of that one issue I have with the deck I am very much on the fence on how I feel about it. It is quite a strong deck but without the 2x Vargoth Quest interaction I feel like some Control decks and aggro decks both have a fair shot against the deck.

3 Likes

Exactly - I’ve had some great matches against these decks where we went way past the Time Warp turn, trading tempo swings, with the game going either way. No need for tech, both players carefully holding answers, no uber win condition that puts a clock on the match, just my deck versus yours.

Then there’s others where my board gets wiped one turn, and I get OTK’d the next, or Vargoth sticks for a single turn and a double-played randomly generated spell just ends everything.

I can’t say I hate facing the deck, but it does have that Druid effect where I can’t tell what I’m facing until it’s too late. Makes it hard to tell whether I should go all-in or when I should drop a Loatheb/Zihi.

Alternatively you can flood your board with taunts. If the giants can’t hit your face, then they have no win condition. My Renolock has about 5 or so taunts, including dirty rat which doubles as a face protector. If my void caller cheats out my 3/9 taunt voidlord, mages can’t really do anything until they kill it.

I have weapon and voidlord,
I may have to craft and squeeze some shulk geists in now

I haven’t tried playing it yet, but watching my opponent barfing 0 cost spells and Flamewalker pew pew-ing down my whole board can definitely become annoying at some point. And when all stars are aligned for your opponent, you just feel outright closed out of the game… I really dislike that sort of highrolly Big Priest aspect of the deck, but I don’t think it would be too good by any means.

Its one of the better decks in the format atm.

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I would prefer to call flamewaker pew pew mage cause that’s it does most of time and could out right kill you at the same time probably finish the quest.

I knew I saw a flying phone booth yesterday.

Also, what you should be playing is Mech Hunter cause that deck, you know, wins matches. :stuck_out_tongue_winking_eye:

completely broken RNG garbage that shouldn’t exist. so of course the brain-dead masses like it and the blizz boot-lick brigade defend it.

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HS and RNG kind of go hand-in-hand. Being angry at RNG in this game is akin to being angry about mana colors in Magic.

Also we don’t have popularity data but I’d say Quest Mage, at best, is the third most popular deck and way behind Big Priest still >.>

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I think the problem is that freeze is undercosted, (especially at multiple targets for 0, whole board for 2 or under, etc.) and a seemingly unlimited generation of such spells.

I think a fair fix would be for any spell on own minion should unfreeze it, not just silence (which no one uses that for). Its really crazy that magnetic transformation is still frozen from before.