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Launches a huge snowball that on impact hurts and freezes those nearby. Opens the mind of a player, giving them three bits. Use energy locked deep within your soul to blast your target with a powerful magic attack.
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Another card that generates us additional value and gives us more flexibility. It's a similar card to Mountain Giant, and we will usually have a high hand count. Generates us a possibly useful spell, or we could go for the mystery spell and see if we end up with something better than the original options! Early game card draw, could be worth it! If you're playing a lot of slow decks, then add more late game cards. If you are facing a lot of aggro, then try for more early game focus. You generally try to tailor it to beat whatever meta you are facing. The sky is the limit when it comes to the Highlander archetype. Aggro Warrior Deck List (Saviors of Uldum) Guide.Quest Druid Deck List (Saviors of Uldum) Guide.Secret Highlander Hunter Deck List (Saviors of Uldum) Guide.Reborn Quest Paladin Deck List (Saviors of Uldum) Guide.Obelisk Quest Priest Deck List (Saviors of Uldum) Guide.Lackey Zoo Warlock Deck List (Saviors of Uldum) Guide.Murloc Paladin Deck List (Saviors of Uldum) Guide – Tip the Scales.Best Control Taunt Warrior Deck List (Saviors of Uldum) – Guide, Mulligans, Tips.Quest Shaman Deck Guide (Saviors of Uldum).If you're against aggressive archetypes, then you obviously want to try and pick stuff that will help keep you in the game! If you're in a slow match, then you'll want to make sure to keep your more powerful cards that might be 4+ mana. A lot of the skill involved starts with the mulligan, and understanding which cards you need for what particular matchup. Highlander lists are very fun but can be somewhat hard to play. It's worth keeping if you have another card that you are keeping.
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We want to draw a bunch of cards to fill up our hand for future turns. This is one of the best cards in the deck, and if you can guarantee it in your hand then it's worth the risk of keeping it. Gives us an early minion in play and gets us an additional card to hopefully play in the following turns.
#Arcane keysmith mage deck free
We'd ideally like to hold onto this into the late game for a lethal or a big get out of jail free card, but we're weak in the early game and it can help us quite a bit. Takes down an early minion allowing you time to get deeper into the game. It's not a proactive play, so we're not in love with it, but we also don't have a lot of great early options. This should stall early boards against aggressive and midrange decks. Gets you a cheap early play, and removes a Secret from your deck that you don't have to draw.
#Arcane keysmith mage deck code
Copy Code Highlander Mage Mulligan Guide Always Keep
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