Drek'Thar

Last updated 2 years, 1 month ago by
  • Casual
1

Went 12-0 with this list.  Got +2 fire damage as passive, and after first fire spell each turn add a fireball to your hand as second passive, which is just sick in this list.  Also got the treasure that's a 2/4 for 3 that gives your hero 3 attack on your turn which with the Drek'Thar hero power is a sick addition to the neutral minions that cost 3 crew.  This list differs from others I've found because I don't have Grand Magus Antonidas or Forbidden Flame.  I ended up getting Grand Magus in my run, and if I had him he'd be in my list.  I'm not as sure about forbidden flame, I quite liked Magister Dawngrasp early in my run.  You lack a fast close to the game in the first couple matches, and Magister nicely fills in a couple important roles.  First the armor is not at all negligible when you're at 20-25 health to start with.  Second, he gives you a hero power back after you're out of minions, which is quite strong.  I finished two early games on the back of that hero power, your other fire spells make it easier to power it up, and a few pings at 4 or 6 really help close things out.  The copy of a spell you've cast is a bit of a mixed bag if you've been lobbing around a lot of fireballs, but a lot of spells you run only target enemy minions, so it still tilts pretty heavily in your favor.  Once I got the second passive I didn't need Magister much anymore, but it was a very useful part in getting me to that point cleanly.  

 

Your mulligan should focus on having at least one to two cards that cost 1-3 mana because your early game will focus on the hero power, and these slot in nicely in the early turns & develop fireballs while helping to control the board, but otherwise not shipping cards back as much as you can (aside from your 3 drop vanillas) to ensure your hero power gives you early board control.  

 

Coin hero power on turn 1 if you can.  Use your hero power early and often to put down stats that are hard to answer on curve.  Track your 3 drop minions, you've only got 3, so it's not too hard, this ensures you'll stop wasting mana on your hero power once you've emptied your deck of targets.  If you pick up any more during the run, keep track of them too, but they *have* to be bomb level 3 drops akin to the ones you run in your deck.  On turn 3 you're likely going to either do a hero power and a 1 drop, or a 3 drop to help you maintain control of the board.  

 

After turn 3 it's mostly about the fire spells, your fireball for 8 is available every turn, but weave in whatever you can to fill your mana & maintain board control while you still can.  You can give up on it in the later game and just burn them down.  

 

For treasures you need to pay attention to your hero power.  That means neutral minions that cost 3 or less need to be viewed through the lens of early game pressure.  You need these to seize early board control and apply strong pressure while they don't have ample mana to fight back.  King Mukla or Vicious Fledgeling are both huge bombs on turn 1 with the coin, and still quite scary on 2 with or without coin.  You need things with that level of immediate board presence.  Other than picking up any strong treasures to fill out the usage of your hero power, you're looking for life or armor gain, draw, acceleration, or cheap treasures as other targets.  Keep in mind your effectively unlimited 8 damage fireballs mean many treasures that are normally quite good become quite lackluster.  Additional note, if you're running Magister Dawngrasp, pay attention to spell types & targeting.  I got Vampire Fangs, which is shadow, and it really helped to control the board early, then once I lost my early board control to hit another thing under Magister, all while keeping my life quite topped up.  So, if it's got a spell type consider if on turn 7 after you've lost board control if a targeted treasure of a non-fire spell type could trip you up if cast on your face & hurt bad enough to lose you the game.  

 

For bins the most important thing is not to dilute your vanilla 1-3 cost cards so your hero power functions as designed.  The second most important thing is to keep your density of fire spells high.  The third most important thing is probably cheap filler to let your mana go to good use in the early turns while you're fooling around with your hero power.  

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Update #1

Card changes 2 years, 1 month ago (Kazakusan Nerf)


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