Content of the article: "Highlander C’Thun Mage"
### hl c'thun mage
# Class: Mage
# Format: Standard
# Year of the Phoenix
# 1x (1) Arcane Breath
# 1x (1) Devolving Missiles
# 1x (1) Lab Partner
# 1x (1) Primordial Studies
# 1x (1) Ray of Frost
# 1x (2) Starscryer
# 1x (2) Zephrys the Great
# 1x (3) Arcane Intellect
# 1x (3) Combustion
# 1x (3) Firebrand
# 1x (3) Flame Ward
# 1x (3) Frost Nova
# 1x (3) Ice Barrier
# 1x (3) Imprisoned Observer
# 1x (4) Azure Explorer
# 1x (4) Cone of Cold
# 1x (4) Lorekeeper Polkelt
# 1x (5) Cobalt Spellkin
# 1x (5) Jandice Barov
# 1x (5) Ras Frostwhisper
# 1x (5) Rolling Fireball
# 1x (6) Blizzard
# 1x (6) Khartut Defender
# 1x (6) Reno the Relicologist
# 1x (7) Siamat
# 1x (8) Deep Freeze
# 1x (9) Dragonqueen Alexstrasza
# 1x (10) C'Thun, the Shattered
# 1x (10) Kalecgos
# 1x (10) The Amazing Reno
Disclaimer: I've just started playing this deck with 20 games played total. As of right now my WR is 60% currently 12-8. Not enough games to determine effectiveness, especially early in the expansion but sure fun to play if you like control.
This decklist is what I've found to work the most in matchups. Solarian would be included but I DE for the dust since it was nerfed, not knowing I would make another highlander mage deck.
To start off, I created this deck because I used to play highlander mage and unpacked C'Thun and wanted to make him work in one of the classes (in this case mage is easiest to have him fit in). So far I've had pretty good experiences with this deck other than revolve shaman for obvious reasons.
The goal of this deck is mainly control, then massive value in the late game per usual for highlander mage. In other decks, C'Thun has not helped much at all for me in other decks, however, in this deck, the 4 pieces each help with controlling the board state until you can turn the game in your favor.
Early game is the only threatening part to this deck (in my personal opinion). I've included imprisoned observer and flame ward to keep the small minions off board against shaman and other aggro decks in the early game.
From experience, the freeze package I have included helps a lot with awkward board states and not allow the opponent to hit face for amounts of damage that could be crucial. Along with that, I have found that in some matchups, I was able to freeze their board to stall until I could play reno to clear it.
Spell damage package:
In this deck, spell damage doesn't mean all that much, however, when the right cards are drawn, important plays can be made such as playing frostwhisper alongside some spell damage, or even eye of c'thun for a wide board clear.
Now let's talk about the reason I choose to include polkelt. Since mage's class has some pretty amazing cards at high cost, polkelt helps to tutor them out when you need them. What I mean by this is that, for example, druid/hunter has some threating large/deathrattle boards that need to be cleared. Along with the freeze package, playing polkelt on turn 8 in this deck will guarantee that you have drawn reno by turn 10 for that board clear. Along with playing reno, this is where the game turns largely in your favor since the deck includes good cards at high cost. Basically after playing polkelt, your opponent will be forced to play reactively to the large spells/minions you were playing so when you get down to your 5 mana cards, your able to get the rest of your C'Thun cards to complete him if the game is not already won.
Pros: Large amounts of value late game and after polkelt is played. Many board clears/stalls midgame.
Cons: Early game tempo (and that's about it, I think)
Things I've learned playing this deck:
– Absolutely do not play polkelt if playing against warlock. They WILL remove your top cards without a doubt.
– Aim to play polkelt after you have zephrys in hand, otherwise zephrys will be down in the 2 mana part of your deck.
– Against revolve shaman, board freeze and devolving missiles are your best friends.
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