Wild Viable Conjure's Calling Mage
I think this mage deck is a good enough tier 2 deck. The winrate i have with this deck until now is 7-1. It allows you to swing the game tide probably every time on turn 6 or 7, sometimes even turn 5. It has good control and grinding tools against aggro decks in wild. Not sure about the matchup with big priest, but sylvanas will help you win these games. The deck has a lot of healing, freezing, armor gain tools which allow you to get in turn 5 usually without a problem. After the buffs today, you could also add Luna's Pocket Galaxy for extra spice and maybe change the deck a little. As many conjure's calling decks this allows for many manual modifications if you want. Check it out and i'm open to any ideas. Deck ID Not Found
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I think this mage deck is a good enough tier 2 deck. The winrate i have with this deck until now is 7-1. It allows you to swing the game tide probably every time on turn 6 or 7, sometimes even turn 5. It has good control and grinding tools against aggro decks in wild. Not sure about the matchup with big priest, but sylvanas will help you win these games. The deck has a lot of healing, freezing, armor gain tools which allow you to get in turn 5 usually without a problem. After the buffs today, you could also add Luna's Pocket Galaxy for extra spice and maybe change the deck a little. As many conjure's calling decks this allows for many manual modifications if you want. Check it out and i'm open to any ideas. Deck ID Not Found
Helios#22419
You've played eight games with a deck and think it's tier 2? Alright then.
You do have good tools against Aggro, but no draw power to unlock synergies: you'll hardly be able to fend off Aggro, wave by wave (of tokens).
I'm not saying the concept is trash, but I'm pretty sure it needs more refinement to be viable in the meta.
ie. on top of no card draw, you have too many one-ofs.
I don't really like Conjurer Mage in Wild: while in Standard you have a very small pool of minions from which you'll summon your board, on Wild there are too many suboptimal option that will pop up making the deck's best play less powerfull. I'm not saying that the deck won't work, but I think it's more a Tier 3 than a 2.
Here some opinion on your decklist:
Imho, you should put more early game removal against aggro by removing some of the 1x that have lesser synergy with your deck's plan (like Arcane Artificer).
"For what profit is it to a man if he gains the world, and loses his own soul?"