i just jumbled together an imbue/burn mage deck and didnt have much trouble with it getting to 5 wins, eventhough i’m still missing some of the most important imbue cards, nevermind the full imbue package for the off grindy games. i didnt meet any aggro paladins, so that might also be a reason, on the other hand, i’ve seen 5 different decks. since my imbue package was lacking so many important cards i piled in a bunch more card draw effects to draw into enough imbue triggers and possible combo triggers. and since i still had so much empty space beside the burn, i just went for luck (which is what i assumed i’d need to win with this garbage pile) and added darkmoon magician, gudstuff like khadgar and violet spellwing, which is both. interestingly enough, i never used any of them bar a single violet spellwing when i’ve more or less won anyway. the deck is easy to improve upon, someone more versed please post a better version of this in a reply below. btw, barkshield sentinel was an absolute beast everytime i got him, borderline impossible to remove efficiently, often they will sacrifice their entire board for your 2mana card only to be able to chip you a little afterwards if at all.
### Brawl Deck
# Class: Mage
# Format: Standard
# Year of the Raptor
#
# 2x (1) Flame Geyser
# 2x (1) Seabreeze Chalice
# 2x (1) Violet Spellwing
# 1x (2) Barkshield Sentinel
# 2x (2) Bitterbloom Knight
# 1x (2) Divination
# 2x (2) Smoldering Grove
# 1x (2) Spirit Gatherer
# 2x (3) Arcane Barrage
# 2x (3) Darkmoon Magician
# 2x (3) Petal Picker
# 2x (3) Rising Waves
# 2x (3) Sing-Along Buddy
# 2x (4) Fireball
# 2x (4) Flutterwing Guardian
# 2x (5) Wisprider
# 1x (6) Puzzlemaster Khadgar
#
AAECAf0EBOPPBtz6Bqr9Bu6NBw39ngSyngaiswaBvwaxzgbM0AbW+gb0/Ab3gQezhwfAhwfopQeLsQcAAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
ps: if you’ve never played sth like this because you’re also new to the game, you mulligan all cards that do not imbue your hero power. dont fret keeping the 5drops, because nobody wins in the first 4 turns anyway. well, if you keep one of those and you also happen to have any of the 1mana cards, keep one of them just to be safe, especially seabreeze chalice.
then, all you do is sit back and imbue every time you can and use the imbued ability as much as is reasonably possible, remove every single thing they play with your efficient removal or by attacking into them, since you can resummon them practically for free anyway and eventually you just win. fireballs give you amazing reach, 12 possible dmg on turn 8 with no board is pretty insane, as the opponent will have taken plenty of collateral damage by then. when you have no important plays, just try and draw 3 cards, otherwise use the hero power. at some point you’ll have so many wisps that you can easily waste some of their spawn triggers because you’ll likely win that turn or the turn after anyway.
i just jumbled together an imbue/burn mage deck and didnt have much trouble with it getting to 5 wins, eventhough i’m still missing some of the most important imbue cards, nevermind the full imbue package for the off grindy games. i didnt meet any aggro paladins, so that might also be a reason, on the other hand, i’ve seen 5 different decks. since my imbue package was lacking so many important cards i piled in a bunch more card draw effects to draw into enough imbue triggers and possible combo triggers. and since i still had so much empty space beside the burn, i just went for luck (which is what i assumed i’d need to win with this garbage pile) and added darkmoon magician, gudstuff like khadgar and violet spellwing, which is both. interestingly enough, i never used any of them bar a single violet spellwing when i’ve more or less won anyway. the deck is easy to improve upon, someone more versed please post a better version of this in a reply below. btw, barkshield sentinel was an absolute beast everytime i got him, borderline impossible to remove efficiently, often they will sacrifice their entire board for your 2mana card only to be able to chip you a little afterwards if at all.
### Brawl Deck
# Class: Mage
# Format: Standard
# Year of the Raptor
#
# 2x (1) Flame Geyser
# 2x (1) Seabreeze Chalice
# 2x (1) Violet Spellwing
# 1x (2) Barkshield Sentinel
# 2x (2) Bitterbloom Knight
# 1x (2) Divination
# 2x (2) Smoldering Grove
# 1x (2) Spirit Gatherer
# 2x (3) Arcane Barrage
# 2x (3) Darkmoon Magician
# 2x (3) Petal Picker
# 2x (3) Rising Waves
# 2x (3) Sing-Along Buddy
# 2x (4) Fireball
# 2x (4) Flutterwing Guardian
# 2x (5) Wisprider
# 1x (6) Puzzlemaster Khadgar
#
AAECAf0EBOPPBtz6Bqr9Bu6NBw39ngSyngaiswaBvwaxzgbM0AbW+gb0/Ab3gQezhwfAhwfopQeLsQcAAA==
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
ps: if you’ve never played sth like this because you’re also new to the game, you mulligan all cards that do not imbue your hero power. dont fret keeping the 5drops, because nobody wins in the first 4 turns anyway. well, if you keep one of those and you also happen to have any of the 1mana cards, keep one of them just to be safe, especially seabreeze chalice.
then, all you do is sit back and imbue every time you can and use the imbued ability as much as is reasonably possible, remove every single thing they play with your efficient removal or by attacking into them, since you can resummon them practically for free anyway and eventually you just win. fireballs give you amazing reach, 12 possible dmg on turn 8 with no board is pretty insane, as the opponent will have taken plenty of collateral damage by then. when you have no important plays, just try and draw 3 cards, otherwise use the hero power. at some point you’ll have so many wisps that you can easily waste some of their spawn triggers because you’ll likely win that turn or the turn after anyway.