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7 mages guide steam
7 mages guide steam





7 mages guide steam

(M) Unstable portal - Good turn 2 synergy, can be played before threats are on board. (M) Frostbolt - Strong removal, but inferior to Flamecannon due to mistress of pain. (H) Sorcerer’s Apprentice - Allows for early spell tempo (H) Flamecannon - Can deal with mistress of pain/void walker (M) Piloted Shredder - Very hard for priest to deal with 4 attack minions, keep if early game is under control. (M) Unstable portal - Good turn 2 synergy, can be played before priest threatens board (H) Sorcerer’s Apprentice - Allows for early spell tempo, also threatens northshire (H) Flamecannon - Frostbolt Alternative for killing Northshire Cleric, also able to deal with early dark cultist. (H) Frostbolt - Essential for dealing with early Northshire Cleric to stop card draw. (L) Flamecannon - Frostbolt Alternative, unreliable due to totems. (M) Sorcerer’s Apprentice - Allows for early spell tempo (H) Zombie Chow - Secures early game tempo able to deal with haunted creeper/early mechs (H) Frostbolt - Deals with early shaman minions, essential for taking out flametongue totems. (L) Unstable portal - good turn 2 with wyrm on board or turn 3 with apprentice (vs empty board) (M) Sorcerer’s Apprentice - Allows for early spell tempo, only trades badly vs clockwork gnome (H) Zombie Chow - Secures early game tempo without needing spells to buff (H) Flamecannon - Same as frostbolt, also kills spider tank/tinkertown/blast mage (H) Frostbolt - Deals with any early game mage minion. (H) Kezan Mystic - Nearly every mage deck is running secrets right now, having this ready at all times puts the game massively in your favour. (L) Unstable Portal - Can be played turn 3 with apprentice or turn 2 with wyrm if opponent has no minions on board. (M) Sorcerer’s Apprentice - Helps swing the tempo with early spell synergy - never play on turn 2 to avoid on curve SI7 Synergy (M) Loatheb - The most Anti Rogue card there is, seals the board on turn 5, only consider mulliganing if no early game at all. (H) Frostbolt - Will deal with all rogue 3 drops to prevent any board control (H) Flamecannon - Will deal with all rogue 3 drops to prevent any board control (L) Piloted Shredder - Solid card for mid game transition, won’t die to a weapon alone and can keep up damage on the warrior. (M) Sorcerer’s Apprentice - Helps swing the tempo with early spell synergy, can challenge acolyte. (M) Frostbolt - Deals with early acolyte, Wyrm/apprentice synergy, can use on face to stall weapon hits for big tempo swings. (H) Unstable Portal - Spell synergy possible, good turn 2 play if opponent has fiery war axe. (H) Mana Wyrm - Really strong early game scaling card (H) Mad Scientist - Really strong card in every matchup (H) Flamecannon - deals with early acolyte and armorsmith to stop things scalingout of control (L) - Low priority, keep sometimes (if you have M/H covered)

7 mages guide steam

(M) - Medium Priority, keep most of the time Due to popular request I've decided to create a mulligan guide for the Tempo Mage deck I used to hit #1 Legend EU earlier in the season found HEREĭue to the time between the original post and this one I've opted to create this as a new post as the previous one won't be seen any more shortly.







7 mages guide steam