Aluneth Hakkar OTK Mage

Class: Mage - Format: wild - Type: combo - Season: season-57 - Style: fun

Rate this Deck

Like or Dislike? Take a second to tell us how you feel!

+4

Deck Import

Mulligans

Okay, so this one’s a little ridiculous, but hear me out.

The plan is to use Aluneth to cycle through your entire deck as quickly as possible (using mana cheating secret-synergy cards to help keep your hand empty), completing the quest with cheap collateral spell generation, then dropping Hakkar, the Soulflayer before your last healthy draw cycle. Assuming he dies, you then trigger the combo:

This ends the game with a minimum final burst of 50 damage, but you can amplify that if needed by using Research Project during the combo (2 mana is left free during either combo turn), or simply getting the blood to multiply once before you start it.

It’s quite hard for the opponent to counter it by keeping a full hand, as the secret package already puts on a lot of pressure leading up to the final turn. This pressure also helps prevent armor from building up too high for the OTK to seal the deal, and makes it difficult to simply ignore Hakkar as he puts out a very threatening 9 damage.

Thoughts on a few cards that didn’t make the cut:

Doomsayer Nice for keeping tempo and stalling long enough to set up the combo, but not always a good choice given that your board is often the more threatening one.

Ice Barrier Being harder to kill is great, and this makes it possible to eat a turn of fatigue if necessary, but it doesn’t really help keep control of the board – and once that’s gone, you’re kinda boned. This deck thrives on proactive survival rather than reactive defense.

Ice Block You end up taking a bite of fatigue damage too often for this to matter, in my opinion.

Be careful to keep track of the cards in your hand and deck before dropping Hakkar, as you can end up burning the Blood if Aluneth fills your hand!

RED ALERT – do not use Research Project on the turn before you swap decks, or you will spawn so many corrupted bloods that both you and your opponent’s next turn timers will be skipped, creating an infinite loop until either one of you concedes, or you win by fatigue in a matter of hours. If you need the extra damage, make sure to play it AFTER swapping decks with Togwaggle.

Leave a Reply