FakeMews Flux Wheel Pilots Guide in depth summary part five:
We are going to delve into each of FakeMews 6 lists used during the flux wheel challenge into detail and discuss proper ways to pilot each deck and the reasoning behind certain decisions. Please note that minor revisions were made from the 22-win and the 23-win weekend this week for the purposes of this article the deck lists being discussed will be for the 23 win weekend. This will be a 6 part series as I realized how time consuming it is.
Flux deck Profile 5: “Aggro Magic”
Deck Code: GU_1_4_BDWBDWCEpCEpBErBErGAVGAVBDrBDrCErCErIBmGAgBEXBEXCANCANCEkCEkIBkCAnIBiIBiCAmCAmGAaCEqCEqIBA
God Power: Always Mage Bolt
Deck Description:
Out of all of my flux wheel decks this is the I have the least confidence in and has my lowest win rate (approximately 75% over multiple different variants). Of course, if you dare to do the Flux Wheel challenge on weekend ranked, you’re always going to put yourself in an uncomfortable spot. This is similar to a version that [TOXIC] TBH made semi-off meta popular for a bit. It’s a weird combination of an aggro deck that can also high-roll for value at times (Rune Moth, Pallas, Miraculous Familiar.) This is a dangerous list to any deck in the meta as burst damage from hand can stun any control list big burst turns with Odi. While I don’t like piloting list its also a list that’s not super exciting to match up with in the meta with no obvious hard-counters to the list.
Mulligan tier system:
In an effort to save time I am designing a pretty basic mulligan tier system that I will assign to each card on a 1-5 scale 1 being the most desirable cards to keep while 5 being the least desirable.
Tier one mulligan: These are the premium cards you want to keep in your opening hand during the mulligan phase. Your dream is to end up with 3 cards of this tier by the end of the Mulligan.
Tier two mulligan: Solid card you don’t feel bad ending up with this in your opening hand It’s a keep over any tier 3, 4 or 5 card in the mulligan phase I also suggest keeping these if you are on your last charge in the mulligan (at this point you’re more likely to get a worse opening hand card than improving. However if this is your worst mulligan card in your hand with 2+ charges left you ditch these.
Tier three mulligan: These are not the worst cards to end up with at the end of the mulligan however I always recommend mulligan aggressively on these even with one charge left. This is your mid-tier type of card while not a disaster to end up with in your opening mulligan to have a good starting hand you will not want multiple cards of this tier/worse in your opening hand.
Tier four mulligan: You will feel bad if you end up with any of these cards in your opening hand. Maybe there is a rare niche case you can consider keeping one of these however in reality you will always feel bad if one of these ends up in your opening hand.
Tier five mulligan: These are the worst possible cards you can get in your starting hand for your deck list. Typically characterized by your most expensive cards ideally these are cards you might be wanting to top deck when you have 9 mana crystals however you do not want to have early.
Mulligan tier lists:
Tier 1 mulligans:
Pallas’ Wand
Assistant Alchemist
Flying Carpet
Shadow Scryer
Demetrios, Playwright
Pyramid Warden
Tier 2 mulligans:
Ancient Texts
Form of power
Starshard Bolt
Tracking Bolt
Vortimer the Volatile
Tier 3 mulligans:
Miraculous Familiar
Street Conjuror
Choralis Rune Moth
Tier 4 mulligans:
Oni Spellsword
Pallas, Champion of Magic
Tier 5 mulligans
Wyrmbreath
Monolith of Storms
Card by card analysis:
Ancient Texts: Cheap removal spell with the added flexibility of being able to give something protected.
Assistant Alchemist: Effectively a free 2/2 as it reduces the cost of something in your hand when you play it. Great for early game spam Can synergize nicely with Pallas’ Wand as well and set up cleaner Miraculous Familiar turns.
Flying Carpet: Cheap minion with ward makes it hard to remove from ping-abilities and can trade up into larger cards for opponents (Ex: Black Jaguar) Good for applying early pressure as well.
Form of power: Cheap removal spell snowballs with spell boost as you get the face and minion boost benefit.
Shadow Scryer: Most annoying card in the deck to face. 1 mana its extremely difficult to remove (protected and ward) additional scrying benefit to optimize your early plays. This is what you want to see in your opening hand.
Street Conjuror: Combo-ish minion cheap and the spellboost can make match in your favor later in the game. Can be played early for board presence but not ideal super early.
Pyramid Warden: Great early game card helps protect your board presence.
Demetrios, Playwright: Tricky card with order which can snowball (can generate insane value). My ideal final draft is 3 cost deal 3 draw 3. Waiting later and you have a difficult time getting max utility (over-draw cost may be too expensive etc). Every situation is different and unique with this card.
Pallas’ Wand: Best turn 1 play as the card draw snowballs and you can get insane value.
Starshard Bolt: Standard removal
Tracking Bolt: Can use the AoE option to deal with hidden rush deception shadow cats. Can be similar to a faraday cage with a street conjurer and situationally act as an emergency board wipe.
Vortimer the Volatile: Usually replaces itself value wise the turn it hits the board and can snowball if opponent has no answers.
Chloralis Rune Moth: Greedy value card. Situationally can be difficult for decks like slayer to deal with if you got board but is still a 1/1 minion that dies to godpower. Usually replaces itself in value except when you get the rune of healing. Even a GP that kills it is only a +1 mana differential for your opponent and you have a 0 cost spell which can get solid value. The downside this is a bit slow.
Miraculous Familiar: Greedy value card. Ideally played when you have a spell so you can replace a random spell. Blessed is an underrated mechanic and 3/3 for 3 isnt horrendous stat wise considering all the other stuff this does. Yet another card that snowballs if your opponent cant deal with this. This deck has a lot of these cards.
Oni Spellsword: Tricky win condition if you can get board you can go real wide real fast all with ward. Giving your entire board ward gives many decks headaches and the fact this has ward makes it hard to deal with when you’ve established board. The downside when you’re behind… it’s a 3 mana 1/3.
Pallas, Champion of Magic: Yet another insanely greedy card in this list. Most of the time you’re using this to delve so that makes it more likely you will get a useful card. The 1 / 4 statline makes it a terrible card if you’re behind on board and your opponent is able to just eat it. If you have board this will snowball as 4 health and ward is not easily dealt with by spells for most decks.
Wyrmbreath: Can be removal can also be face damage to finish the game.
Monolith of Storms: Top end card that’s basically a deal with me now or lose card when it enters the board. The fact that it has order and 5 health takes it a difficult card for a lot of decks to remove.
billion dollar ether net games
the cards will be so valuable
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