Mana Curve

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Cards Attributes

Card Distribution & Keywords

Prophecy 23
Guard 16
Exalt 3
Drain 3
Breakthrough 1
Rally 0
Regenerate 0
Ward 0
Treasure Hunt 0
Slay 0
Lethal 0
Charge 0
Betray 0
Last Gasp 0
Assemble 0
Pilfer 0
Plot 0

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Journey Commander

By: Lyra
View other Decks by Lyra
Posted: 2 months ago
Updated: 2 months ago
Outdated (MantikoraNerf patch)
Crafting Cost: 14550crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
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Control deck playing around Praetorian Commander, Journey to Sovngarde, and a high number of Prophecies.

The idea behind the deck is to defend and trade with various Prophecies, playing Praetorian Commander when possible to buff future Prophecies, then continuing to defend and trade with buffed Prophecies, to eventually find and play Journey to Sovngarde to get even more powerful Prophecies.

The deck doesn't have as much removal or end-game as a normal control Mage deck, but it tries to make up for that with a flood of Prophecies and big bodies with which to turn the game around and eventually exhaust the enemy's resources.

The deck is theoretically sound, and I've played similar concepts to good effect in the past, but it might be too outdated a concept to keep up with the current meta. I've found good results with the deck, but it's not quite as consistent as I'd like or expect.

I'm considering swapping out Vivec City Pilgrim for Midnight Snack to gain another Guard-Prophecy. I like the former, she works well in my other control decks, and in theory having a +5/+5 buffed version of her is a really strong swing in hp if she can stay on board, but in practice I either usually don't draw her or she doesn't stick. The other issue with the deck's consistency lies in its Prophecy frequency, and the deck really needs relies on having every rune land a Prophecy, so increasing the odds of that happening may be well worth losing a source of healing.

The other card I'm really not sure about is Shrine Guardian. I've seen other decks run this to good effect. In theory it's a nice counter to the burst damage from hand that Hlaalu and other aggressive decks focused around charge creatures tend to rely on. In practice I find most of those decks have enough silence and removal that if I'm using this card in a life or death situation I inevitably die instead of completely stabilize. I don't know if I'm just getting unlucky in a clutch tightrope situation or if the card isn't good enough to fill the end-game holes in this deck.

The deck definitely needs more refining as a work in progress. Let me know if you have any ideas on how to make the concept work better.

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