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No Minion Spell Mage deck list guide – Scholomance Academy – Hearthstone (August 2020)

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Here's how to make no minions work.

Our No Minion Spell Mage deck list guide features the best Scholomance Academy deck list for Season 77 of Hearthstone (August 2020). Our No Minion Spell Mage guide also contains Mulligan advice, card combos and strategy tips.

No Minion Spell Mage is an interesting one. As the name suggests, it’s a deck whose main goal is to take advantage of the Mage class’ new ‘no-minion’ synergies to gain long-term value and a ludicrous number of spells.

Back in the day, we absolutely loved Spell Hunter, so we’re excited to see the Mage class get the same treatment in Scholomance Academy.

No Minion Spell Mage deck list and strategy

Here’s the No Minion Spell Mage deck we’ll be using for the Scholomance Academy expansion. It’s not changed a huge amount with the new spells, but we’ll keep you updated with any changes!

Mage Neutral
1 x Evocation
2 x Font of Power
2 x Learn Draconic
2 x Ray of Frost
2 x Frostbolt
2 x Ancient Mysteries
2 x Incanter’s Flow
2 x Netherwind Portal
1 x Ice Barrier
2 x Flame Ward
2 x Arcane Intellect
2 x Fireball
2 x Apexis Blast
2 x Blizzard
1 x Deep Freeze
2 x Power of Creation
1 x The Amazing Reno

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAf0EBO0EjLYDxbgD3sQDDbsCyQOrBJYFn5sDoJsDv6QD9KsD8a8DwbgDwrgDjLkDgb8DAA==

General strategy

No Minion Spell Mage is a value-oriented deck at heart. You have a massive amount of spells which are able to generate even more spells, letting you string together a great deal of effects each turn. Of course, you rely pretty heavily on lucky pulls from your spells, but we’re absolutely loving the potential randomness.

Early game: This deck can play like a normal Quest Mage deck, considering it includes Raid the Sky Temple. Play it out on turn 1, and you’ll be able to start making things happen.

Your early spells will be all about survival if necessary. Learn Draconic gives you a 6/6 further down the line which is always useful, and the likes of Magic Trick allow you to choose a spell that’ll help you adapt best to your situation. When you get the chance, Incanter’s Flow is an amazing card to play, since it discounts almost every single card in your deck by 1 mana. The earlier you can cast it, the more valuable it’ll end up being, so try to find an opportunity whilst staying alive with cards like Ray of Frost.

Mid game: Since every card you play is a spell, your Raid the Sky Temple Quest is likely to be getting a fair bit of progress already. Once you manage to complete it, you’ll benefit from a constant source of even more value.

You do still need minions on the board though. Font of Power is massively strong, as a 1 mana draw 3 when you’ve got no minions in your deck. Netherwind Portal gives you a 4 cost minion for 3 mana too, which often helps you contest the board better than you otherwise would’ve.

You should have more than enough fuel to keep things ticking over at this point – don’t be afraid to use your card draw with Arcane Intellect, as well as your Ascendent Scroll Hero Power whenever you get the chance. Freeze effects can stall your opponent out until your late-game power plays too.

Late game: Keep your board growing with the likes of Power of Creation, and using Apexis Blast can be a real benefit for your board development whilst also taking off fairly large enemy threats. If things get really desperate though, you’ve got The Amazing Reno to retake control. His Battlecry makes all minions disappear completely. They’re just gone. Forever. No Deathrattles, no resurrection, nothing. The worry is his Hero Power. ‘What Does This Do?’ casts a random spell at the start of your turn. This potentially gives you a load of value or tempo to play around with your entire turn, but you also run the risk of Fireball-ing your own face, or casting Forbidden Words and wasting all your mana. It’s a risk, so try to start hitting face as much as possible once this card is played. You’ll usually benefit, but the chances of you completely losing out on a turn (or the entire game) are still present.

Keep dealing damage though and you should end up okay.

More great Mage guides:

No Minion Spell Mage Mulligan guide

These are the cards you’ll want to make the best possible start with No Minion Spell Mage:

  • 1. Raid the Sky Temple is an obvious pick. Unless you know for a fact the enemy is hyper-aggressive, you might as well keep this card.
  • 2. Incanter’s Flow is a fantastic card to get played early, and it sets up for some ridiculous plays later on since it discounts your entire deck.
  • 3. Magic Trick and Ray of Frost both work to stem the flow of aggression. Magic Trick is more flexible, but Ray of Frost lets you stop a minion from attacking for an entire two turns.

No Minion Spell Mage tips, combos and synergies

Here’s a few combos and interactions to look out for with No Minion Spell Mage.

Evocation is a great final gambit play. It fills your entire hand with Mage spells, but you lose them at the end of your turn. With a small hand, you’re pretty likely to get yourself some direct damage if that’s what you’re looking for, just remember to keep track of your mana – once it’s gone, the cards are too.

– Remember, Flame Ward deals its damage after your Hero takes a hit. This means you’ll still take damage, unlike Hunter’s Explosive Trap which will kill low-health enemies first.

– Your cards that benefit from this no-minion build are Apexis Blast and Font of Power. Their effect is nullified if enemies shuffle minions into your deck though. If No Minion Spell Mage becomes popular, we’ll be whacking out Albatross Priest in a heartbeat.

Puzzle Box of Yogg-Saron casts 10 random spells. Pretty nutty, but just like The Amazing Reno’s Hero Power, it can backfire spectacularly. Only cast it if you really need to.

Learn Draconic requires you to spend 8 mana on spells before summoning you a 6/6 Dragon. It’s great if you get the opportunity to play out the sidequest, because pretty much all of your mana is going to be spent on spells anyway.

– Spells in your deck able to summon minions include: Font of Power, Learn Draconic, Netherwind Portal, Apexis Blast, and Power of Creation. Of course, other cards hold the potential for minion summoning, including your Discovered spell from Magic Trick or your random casts from Puzzle Box of Yogg-Saron.

– Try to gain as much value from Raid the Sky Temple as you can. You don’t get to choose the spell added to your hand, but you’ll at least be able to cast it for 2 mana less, and you’ll likely find a use for most Mage spells.

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