Dragon Mage Thief - SOSOTK

By: GunterNine
View other Decks by GunterNine
Posted: 2 weeks ago
Updated: 2 weeks ago
Up to date (Madness patch)
Crafting Cost: 11150crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
+2
What is Dragon Mage Thief? Well, you'd think that maybe it'd be a Dragonborn from Skyrim that specialized in stealth and magicka, but it is in fact one of the cheapest and consistent control decks that I've ever had the pleasure of piloting. (Special thanks to Midstorm of the BWG for pointing me at this monstrosity!)

The deck is based around a one turn kill combo involving Stealer of Secrets, Shadowmere, Mentor's Ring, and as many actions as you can cast.

Executing the combo:

Step 1) Play Shadowmere to a lane, preferably one without a guard, or at least a guard that has four toughness or less.
Step 2) Play Stealer of Secrets in the same lane, or the other lane if there is no guard.
Step 3) Play Mentor's Ring on the Shadowmere to give Stealer of Secrets "Charge".
Step 4) Swing with Stealer of Secrets, and/or Shadowmere if necessary.

See? Pretty simple. How we get there is an entirely different story.

Assembling the Combo:

Option 1) Draw cards until you get all 3 cards in hand.
Option 2) Use Crucible Blacksmith as a tutor for Mentor's Ring and use Laaneth to gather a second piece of the combo, using card draw to complete the trifecta.

Really sounds simple, doesn't it? It's not. The rest of the deck is where it get's tough. Why you ask? Because you have to live long enough to assemble and execute the combo. And how do we do that? With a plethora of control spells.

Execute: Simple and cheap spell used to take out creatures with low power.
Firebolt: Simple 2 damage to a creature, to either finish it off or kill it outright
Reverberating Strike: Great against aggressive token decks, pretty decent for anything that comes in multiples.

Dragon Aspect: An aside about this inclusion, as it's the latest addition to the deck and the first major modification made from Midstorms original concept. Given that we are playing the "long game" with this deck and going to be seeing approximately 80% of the deck in our hand at any given point, this cards inclusion makes for a good "removal" card early game and a great "removal" card late game. It can also have the secondary ability to provide additional life which increases the decks survivability.

Firestorm: Baby Ice Storm, also a prophecy so it can be a "free" creature kill spell.
Lightning Bolt: A staple of 4 damage to a creature or to the dome (Sometimes that little bit to the skull makes Stealer's job easier)
Cast into Time: Could we really call this a control deck without one of the best removal spells in the game? Great for removing a single creature, even better for removing troublesome creatures... that's multiple.. from the match!
Piercing Javelin: Another great removal tool for individual creature removal, regardless of health level. And even if it doesn't have the additional effect that Cast through Time does, in removing multiple threats, it does have the chance to be cast for "free" in being a prophecy.
Ice Storm: Daddy Firestorm. This is a staple in removing and slowing down hyper aggressive strategies. Use it wisely.
Spirit Knife: Originally I thought this was a bad card, but the ability to deal out 7 damage plays well for late game removal of high health creatures, along with the "draw a card" mechanic, to dig faster for combo pieces.
Ancano: Yes, he's control. He's 8 Magicka for 5 damage and a 5/5 body leftover to be more removal. His breakthrough ability is also synergistic with spells like Ice Storm and Lightning Bolt.
Dawn's Wrath: Sometimes you just need to clear the board. This is also a great tool to use against creatures that you can't directly target. Don't be afraid to use this to clear a single creature from the board, over a wipe, especially if it's a creature that you can't deal with effectively.

But, we're not done yet. If we packed ONLY removal and damage spells, we wouldn't survive all that long. I mean, sure, we'd have a pretty good chance, but it's not enough in most cases. This is why we include the following.

Supporting Ensemble:

Healing Potion: An aside to talk about this card. I can't express how valuable this card is to the deck, and it really is what separates it from it's Battlemage brother version. With 3 of these in the deck and the serious potential to see all 3 (maybe 4+ from Revealing the unseen) over the time of the match effectively starts you with 45 health instead of 30. That's a lot of health for an opponent to eat through, especially when they are struggling to keep creatures on the board. What's more is that it is a prophecy, so early game damage could be entirely negated when they proc a rune. Speaking of, the additional 15 health between the 3 copies in the deck make it "safe' to allow up to 3 rune procs and draws before needing to refill your health bar.


Ice Spike: This helps whittle down your opponent's health, making Stealer's job easier, and helping you dig to the combo.
Dismantle: Who doesn't hate pesky support cards, like Necromancer's Amulet for example. I've found myself actually tutoring for this at 12 magicka more often than I have tutored for Shadowmere or Stealer of Secrets.
Revealing the Unseen: While this deck has a plethora of action spells dedicated to removal and utility, sometimes 39 just isn't enough! Besides, if your opponent catches on to what you are doing, this will give you additional actions for Stealer and provide some mystery that they cannot account for.
Knife to the Throat: Sometimes all you need to do is silence a creature. The drawing of a card is certainly a bonus that helps us dig.
Merchant's Camel: Another digging tool, and potentially damage to the dome or annoyance for ground forces.
Namira's Shrine: (insert "Most interesting Man in the World" meme) We don't always play 3 spells per turn, but when we do... we might as well get paid off for it, right?
Laaneth: Combo piece, or toolbox, tutor. (Get's a second link, because... Laaneth!)

So, there you have it. Do you have the knowledge and the skill to survive long enough against the hordes or Orcs, Vipers, Dragons and Gods to steal a few games from your fellow players?

Load 'er up, and find out!

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3 Comments

midstorm 2 weeks ago
Nice write up Gunter my man!
Just a couple things to add, I'm in favor early game of just allowing them to get a controlled amount of hits in, save the healing in hand and heal back up after drawing a few cards from broken runes, just to dig a little faster. Unless its a deck with reach (charging creatures, or spell face damage plus reach), then you're going to lose life anyway and you don't want to go far below 15 with opponents like those.
Another thing is camel: you could even go to 3 of these, they don't just dig, they are also likely to put 2 actions in the graveyard each time they are played!
That's it,
and I also want to give a shout out to Gamaeuler, who first turned me on to the sos deck types months ago. Thanks Gama! And thanks Gunter!
1 Reply
Thanks Mid,

You are entirely right about letting your opponent get the "edge" on you in the early game to take advantage of the rune proc's and card draw.

Next part of the write-up: Strategy and Scenarios... ;)
midstorm 2 weeks ago
cool, love it.
You're going to have to compile it all for the blog too, and send it to Holoir.
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