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Mage and minions code friend11/19/2022 In early game it's a cheap way to get a little chip damage or clear small minions, while progressing the quest. Ignite is one of the engines of the deck.(The other 3 are Oasis Ally (too situational, and we won't have many minions out), Shattering Blast (too situational), and Deep Freeze (too expensive).) Ice Barrier - as mentioned above in the quest lineup, it's important because it's one of the only sources of health, and because it's one of only 4 frost spells that can be played on an empty board. MAGE AND MINIONS CODE FRIEND FREEBecause it doesn't contribute to the Arcane spell school, feel free to cast this any time you have the mana and hand space for it. Best if you can wait until after an Incanter's Flow but still worth it even if you don't. Refreshing Spring Water - Classic and vital card draw for No Minion builds.Flurry (Rank 1) and Brain Freeze can be used in the same way that Hot Streak and Ignite or First Flame can be used to finish off one phase of the quest and kickstart the next. Another important aspect of Ice Barrier is that it's one of the only frost spells that can be cast on an empty board, which, because of all the fire spells, you'll probably have fairly often. Ice Barrier guards against face attacks, and should be dropped ASAP. Frost: This school is about keeping us alive as long as possible.Use it as the last of one leg of the quest and drop either Ignite or First Flame to get the next phase going. It may not keep any discounts permanently, but it does let you go infinite, particularly well after quest completion. Save Cram Session for once the quest is complete for major draw, ideally after an Incanter's Flow or two. Runed Orb reacts and gives you some options for discovering situational reactions. Incanter's Flow is there to speed up everything that you draw. Hold on to cards like Font of Power to easily fill out the school and give yourself some minion options to develop. Arcane: This is the easiest school to complete.Discover frost if you can off of stage 2 of the quest, providing you don't have one of that school in hand already. This means that Frost will always be the toughest school to cast, where our 6 spells have to come pretty quickly. Assuming that we get one cycled Ignite and a single cast of First Flame that gives us effectively 8 fire spells, of which we can expect to draw probably 4-5. Of these, Arcane is obviously the easiest to cast, and Fire has some self-generation because of First Flame (giving us "two more") and Ignite, which effectively cycles itself. Spell breakdown is 10 Arcane (Not including Evocation), 6 Fire, and 6 Frost.I'll break down the plan for each school below: Sorcerer's Gambit - Obviously the main goal of the deck, but provides an engine in and of itself with a little bit of built in draw/discover.A little more proactive than Ice Barrier turns out to be very useful.It's a little easier to cycle in this version, so swapping in some Fireball damage over a board stall is good.Primordial Studies isn't so cumbersome, gets a minion with cost reduction, AND helps power Cram Session Font of Power clogs the hand up a bit too much.-2 Font of Power / +2 Primordial Studies.Fire Sale adds some clear and can be traded if you don't have the mana/right situation for it So, this is a take on the standard no-minion mage, with some tasty additions to get the quest done.
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