Mana Curve

0 3 10 12 12 4 4 5

Cards Attributes

Card Distribution & Keywords

Guard 12
Prophecy 9
Ward 9
Last Gasp 3
Rally 0
Regenerate 0
Treasure Hunt 0
Slay 0
Plot 0
Lethal 0
Breakthrough 0
Betray 0
Charge 0
Drain 0
Assemble 0
Exalt 0
Pilfer 0


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Ramp Sorcerer

By: TurquoiseLink
View other Decks by TurquoiseLink
Posted: 1 year ago
Outdated (DarkBrotherhood patch)
Crafting Cost: 18900crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.
First of all I want to make it clear that this is not a deck I recommend as a strong contender. The purpose of posting this list is to show the brilliant experiment + supreme atromancer lategame and to help theorise potential shells for it. This list did decently well at high legend but at the end of the day was basically just a worse control mage.

The purpose of using brilliant experiment as your lategame tool is that it can also be used creatively on defense as well, whereas cards like grave singer or blood magic lord trip over each other in your hand. Turn 6 preserver of the root + 2-drop into turn 7 experiment + preserver in the other lane did a lot of work I found. It can also boost your ramp to the hist grove threshold, shut down support decks with fewer numbers of shadowfens required or bury your opponent in emeric/nahagliiv threats. Of course the main use is to get to 12 mana and chain an endless number of atromancers on your opponent.

The main weakness I can see is the ability to lock down the game on turns 7+. Every stray creature must be removed and you really don't have the resources for that. If you've just cleared your opponents board with an ice storm you can't be lightning bolting every stray brotherhood slayer or dragontail saviour they play. More guard or drain creatures could help combat this problem but its difficult to find a lockdown tool that doesn't get completely wrecked by belligerent giant.

Another weakness is that our early game isn't particularly hasty. While it is strong a lot of it takes a turn to activate (the ward creatures) or are vulnerable to enemy tricks (dark guardian and schemer). We don't have the yellow tools to shut down our opponents plays without opening ourselves up to their tricks. I tried a fate weaver + spear of embers + mummify + midnight sweep version to alleviate this but overall card quality seemed to suffer too much.

I have tried experiment + atromancer in other shells. Assassin gives goblin skulk + close call for even more atromancers but this felt too gimmicky and overkill. Assassin suffered from the same problem sorcerer had that it couldn't keep stray creatures locked down in the lategame. Mage just felt like we were overkilling things, the yellow lategame seemed far more powerful than the atromancer + experiment lategame and it sounds greedy as hell to do both.

Battlemage sounds promising and I might try more of it in future, but it looks like a worse Merric deck on paper. Battlemage sadly doesn't have many good brilliant experiment targets unlike the other factions.

Thanks for reading guys, this one was slightly different as I usually post decks I recommend as top tier but I'm keen to have a discussion about this one. Just going to plug my stream to finish up.

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