Waygate Grinder

Class: Mage - Format: kraken - Type: combo - Season: season-37 - Style: ladder

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Deck Import

Mulligans

General Mulligans

Always keep the quest. Try to find your early game minions as well as cards that will help complete the quest quickly.

Aggro Mulligans

Keep the quest. Try and find your early drops, your anti-aggro cards, your removal, and your board clears.

Midrange Mulligans

Try to keep the opponent from establishing a board while you try to complete the quest.

Combo Mulligans

Try to find the cards that can protect you from being combo'd to death while you try to complete the quest.

Control Mulligans

Focus on completing the quest before the opponent is able to make use of their win condition. Be weary of Ice Block and Ice Barrier on other Control/Combo Mages.

The goal of the deck is to generate spells for Open the Waygate as quickly as possible while using cards like Doomsayer and Ice Block to survive until the late game. Arcanologist  is used to thin the deck and more consistently get defensive secrets and Tar Creeper is used to help stall out the game. Against classes that don’t have armor spells should be focused on removal, but against warriors and perhaps druids with cards like Earthen Scales you may want to focus on keeping their armor count at almost nothing. The final combo is to play both Arcane Giants and Time Warp, then use Alexstrasza on the second turn to guarantee lethal when the opponent doesn’t have any armor. In the case that you are against a Warrior or Druid you have to option of saving a Fireball for the turn that you use Time Warp to allow you to get the kill if they have 7 or less armor. Saving a Frostbolt or Fireball obtained from Primordial Glyph in addition to a FrostboltFireball, or another Fireball from Primordial Glyph can increase that reach up to 13 armor. Keep in mind that once this combo is complete you will still have 3 8/8s on the board that can finish your opponent if they do not have a way to clear the board.

Other Options:

If aggro without weapons dominates the meta then another Tar Creeper could curb that aggression.

If Pirate Warrior is common then Gluttonous Ooze will help you survive a bit longer than the usual Acidic Swamp OozeHarrison Jones could also be used as a 5th weapon removal card that also helps you get to your combo faster.

If armor is very common, with Control Warrior and Jade Druid controlling the meta Molten Giant could be added to break through up to 17 armor or two taunts with 8 or less health. If you save a Fireball for the turn you use Time Warp then you can break through up to 23 armor and still OTK your opponent.

Mana Bind could be used to complete the quest faster, perhaps included with a second Arcanologist if you can consistently survive without some other defensive tools. This would be strongest against midrange-control decks that don’t gain very much armor, if any.

Polymorph could be used to get past big taunts when you play Time Warp or to remove key threats if the meta is slower. Frost Nova can be use in conjunction with Doomsayer to help stall and almost guarantee clears on massive boards. Keep in mind that these spells could be added to the deck or be given to you by any of your spell generation effects.

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