Quote (CPK001 @ Apr 21 2017 11:26pm)
Why the fireballs?
If your combo gets slightly interrupted, you can cast 3 fireballs instead of unlimited, and retain 1+ fireball in your hand after that turn. Are the extra 2 fireballs there to provide assurance of a minimum of 3 fireballs on follow-up (= minimum 6 fireballs to the face over 2-3 turns in hope of a partial-combo win)?
Seems like a suboptimal choice of removal / stall, otherwise. Do they work well to extend the win con?
Only other thing I see is 2 arcanologists, and only 2 secrets. I find I need to run 1:2 or 2:3 ratio.
Here's why I think a 2:2 ratio is flawed: You 100% need to consistently draw through your deck. The worst matchup is against face decks that rush super fast. If you run a 2:2 ratio, best case scenario you get to your secrets sooner -- but you rely on them too soon and fizzle out. Worst case scenario you draw your secrets before the arcanologists, and then arcanologist is a dead draw. If you run 3 secrets, you can delay with 8 armour. If you run 1 arcanologist, you can focus on drawing into delay that is more sustainable, so that your ice blocks can be saved until the latest possible turns (the goal).
I find the deck doesn't run well if you don't have an Acolyte of Pain as one additional draw mechanic. Every turn all of your actions fall into one of four categories: Stalling, setting up for future stalling, drawing, or managing your quest & hand. Once you hit "critical", you drop whatever parts of your combo you currently have, and hope to win. If you can draw 2 more cards than another mage deck before hitting critical (ex. having to drop your partial combo and hope that it pans out), that's the equivalent of 1-2 additional turns of stalling achieved. Which is why Acolyte > Arcanologist.
This post was edited by Canadian_Man on Apr 22 2017 03:05am