Mana Curve

0 2 9 12 9 5 9 4

Cards Attributes

Card Distribution & Keywords

Last Gasp 12
Guard 6
Betray 6
Prophecy 6
Breakthrough 4
Ward 3
Regenerate 0
Rally 0
Treasure Hunt 0
Slay 0
Lethal 0
Drain 0
Charge 0
Exalt 0
Assemble 0
Pilfer 0
Plot 0

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Ancano Rising

By: Lyra
View other Decks by Lyra
Posted: 4 months ago
Outdated (MantikoraNerf patch)
Crafting Cost: 19650crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+4
Midrange deck playing around last-gasps and Dark Rebirth.

The point of this deck is to use Betray cards and/or Dark Rebirth to trigger various powerful last-gasp abilities and to use their effects in conjunction with efficient bodies like Haunting Spirit and Young Mammoth to control the board until an overwhelming attack can be executed.

Firebolt is being used here instead of Sorcerer's Negation because it can be useful as a back-up plan for triggering last-gasp abilities, such as a desperate high-mana cost Balmora Spymaster single turn trigger.

The Betray cards: Caius' Machinations and Rising of Bones can be used on any creature, not just one with a last-gasp ability. There's no point in holding these waiting for a last-gasp creature if a creature already in play has used up its value. A Shrieking Harpy has already done its job the moment it hits the board and is an easy target for these Betray cards. However, something less obvious like a Young Mammoth who's already traded for a creature or two could also be a good target. Since this deck isn't trying to just run the enemy over it's important to identify when a card has reached its peak value and only sacrificing it will create more.

Since the deck plans on killing off many of its own creatures, it's easy to trigger Aundae Clan Sorcerer's effect, albeit often not in the early game. Note that the Drain Life Blood Magic Spell from this card is the only reliable form of healing in the deck.

Dark Rebirth is the principle method for triggering last-gasp abilities after the Betray duo. It's particuarly nice when used on Elusive Schemer, because not only does it guarantee to put a 0-cost Schemer into the deck, it also draws another card, and only for 3 mana (whereas Schemer itself costs 4). Dark Rebirth is also a great finishing tool in combination with Ancano.

The overall strength of Dark Rebirth in this deck is also the reason Genius Pathmage is playable. While already decent for putting a lot of value into play at once later in the game, Pathmage has exceptionally high synergy with Dark Rebirth. The greatest limitation of Genius Pathmage is its cost, which limits the magnitude of its effect, and Dark Rebirth halves his cost (when used in a following turn), increasing the value of creatures he can pull from the deck.

So for example, on turn 10 Pathmage can be summoned to pull an Elusive Schemer, putting 7-5 into play and drawing a card. It's likely he'll stick a turn since he ostensibly poses no further threat to the opponent being a not very big body with no last-gasp ability. This means that on turn 11 Dark Rebirth can be used on Pathmage to summon either Ancano or Skeletal Dragon, leaving you with 8 remaining mana to still play whatever is left in your hand.

The last particuarly good Pathmage combo is to play him with 6 mana remaining, which will immediately draw out a 0-cost Elusive Schemer (provided you triggered another Schemer's last-gasp), to put 7-5 into play while drawing a card all for 6 mana.

Dark Rebirth is also particularly effective on Skeletal Dragon, drawing a buffed creature from your discard pile and further buffing the remainder, leaving the Dragon in play to pull another later.

Note: While not the strongest combo, Dark Rebirth on a lone Haunting Spirit will give the resummoned copy the +3+3 buff from the first copy's last-gasp.

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4 Comments

Becoming a fan the more decks I see of yours, this is brilliant! Good descriptions/strategies as well.
Interesting, I`ll must try that, thanks
I would like to know if the given deck will normally play after the nerf?
1 Reply
Lyra 3 months ago
After the Tel Vos Magister nerf? Yes, absolutely the deck's strength will be unaffected. Tel Vos Magister is a great card, and probably still worthy of filling a slot in this deck, but he is by no means essential to this particular deck, which primarily plays around last-gasp abilities.

If you think Tel Vos Magister isn't strong anymore (I think he's still a very good card, albeit slightly better in midrange decks playing around Ward Crafter and Sixth House Amulet) you're welcome to swap him out for something else.

The easiest replacement for him if you don't want to include him anymore is Conjuration Scholar. She costs the same, adds both defensive and offensive capabilities just like Tel Vos Magister, and creates a small body that is easily sacrificed by Rising of Bones or Caius' Machinations, etc.
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