[Theorycraft] Scholomance Odd Mage

Class: Mage - Format: wild - Type: tempo - Season: season-76 - Style: theorycraft

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Deck Import

Mulligans

General Mulligans

Always keep Lab Partner and Violet Spellwing

Keep Unexpected Results if you have Lab Partner

Keep Black Cat if you have a 1 drop

Aggro Mulligans

Keep Firebrand going first and Flamewaker going second

Keep Shooting Star against Pirate decks and Odd Paladin

Keep 1 Devolving Missiles against decks that can snowball minions (Even Shaman, Aggro Druid, Discolock, etc.)

Keep 1 Daring Fire-Eater against 3-4 health threats (Totem Golem, Hench-Clan Thug, Ship's Cannon)

Control Mulligans

I would keep Flamewaker and Stargazer Luna more often against control because of how these cards can snowball 

I would also keep Black Cat more often against control to develop some spell damage

Keep 1 Devolving Missiles against Voidcaller/Oaken Summons decks

The upcoming expansion brought a ton of support for my favorite deck, so I wanted to go through some of the new cards that might make the cut.

  • Brain Freeze: A cheap freeze effect to protect our important minions like Flamewaker. I prefer this card over Ray of Frost because it’s a bit more proactive (1 mana for 3 damage vs. 2 mana for 2 damage). You could also run Arcane Missiles in this slot.
  • Devolving Missiles:  A very efficient answer to cheap buffed minions which are common in the Wild format, like Odd DH’s scaling minions, Even Shaman’s totems, and deathrattles like Voidcaller.
  • Lab Partner: The best Mage 1-drop since Mana Wyrm.
  • Combustion: Flexible removal that also gets additional scaling from spell damage. Could run 2 of these.
  • Firebrand: Copies 3 and 4 of Flamewaker are great to have. While Flamewaker is a stronger long term threat, Firebrand is better at clearing early game boards combined with just a 1-mana spell.
  • Ras Frostwhisper: This card is already better than Despicable Dreadlord  at its base form, but with even a single spell damage minion it can be a complete blowout. On the other hand, I feel like this deck already does well against 1-health minions with all the missiles effects. Maybe cuttable.
  • Unexpected Results: Not a new card, but now that we have a spell damage 1-drop I think this will much more consistently summon two 3-drops which is quite strong.
  • Intrepid Initiate: I thought about this card a lot, but most of the time you want to be using your hero power on turn 2 and you don’t want to spend the Coin early with stuff like Flamewaker, so it won’t be active until turn 3. I still think it’s worth trying out. 
  • Sphere of Sapience: It’s really difficult to know how this card will perform without actually playing it, but on paper it can help smooth out your early draws. 

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