As I've been playing mostly Mage I will start with a neutral card that Blizzard has pushed into a possible Mage deck type. Mage has been one of my favorite classes to play, having that 1 damage to any target always at my disposal is very appealing to me.
Cost: 2
Stats: 2/2
Type: Common
Ability: Deathrattle, Damage
At first glance, blue skelie doesn't seem like anything special with combat stats slightly below average but with the support from new mage cards prompts me to make this card to work out. Below are the direct mage cards that synergize with blue skelie.
We got two spell cards that can summon additional skelies and a location that does the same. KelThuzad the Invevitabel resurrects all the volatile skeletons you control that have died this game and explodes the rest that don't fit on the board. I'm assuming that exploding the skelies just triggers the deathrattle. So what we have are resources for a control deck type with a KelThuzad delivering a final punch. Cold Case provides armor to shrug off any damage taken. Nightcloak Sanctum will congest the enemy board, preventing damage and setting it up for greater board clears. Deathborne is a light board clear, only doing two damage to each minion. This is most likely going to need set up to drop the board to kill range for the spell to utilize it to create the most skelies as possible. Cone of Cold, Blizzard, or even a Volcanomancy on a friendly skelie can stall and provide board damage.
Above is a deck code of control skelie mage type at a dust cost approximately 9520. This post has gone away from the individual card of Volatile Skeleton and more about how it might work in a mage deck type due to the simplicity of the card. There is possibility of use in a deathrattle deck, but it seems unlikely. Navel Mine, which has found use in deathrattle rogue is a better version of blue skelie. Although I could be wrong as I don't have personal experience playing that deck and the skelies could be a good addition to the decks.
Jumping back to talking about the mage deck, I feel like Prince Renathal could be an obvious bait, due to lower the probability to draw the skelie cards because of the increase in deck size but on the other hand, adding 10 extra health might be what it takes to survive strong aggro decks. I almost felt like I made the deck with a frost aspect with a lot of frost spell included and a few minions that utilize the frost aspect to gain more armor. Lady Naz'jar changes to prodive 8 armor after playing a frost spell.
I've also included a few cards to help discover or bounce back those skelie generating spells. Although these are put in for the purpose of generating skelie spells, discover cards have the benefit of discovering answers for the board state, whatever it may be.
Honestly, I'm not going to keep my hopes too high a viable deck, but it could be fun to play for the memes. This is one deck that I think I'm going to cobble together and look to make modifications as needed. Again, the whole ideal of the deck is to outlast the opponent until it can unleash its hoard of skelie to overwhelm its opponent. With four unique cards summoning skelies, it's possible to summon 18 skelies having played all of the summoning skelies, averaging 3 skelies per deathborne. That's 24 instant damage! Unlikely but I hoping blizzard makes exploding skelies an achievement for me to work towards. Feel free to comment any ideas or suggestions to make the deck better. I'd love to hear feedback.
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