Artificial intelligent assistant

Please explain how to build quest mage (exodia)

what's up guys happy Monday it's Monday here on wall we're going to do a quick deck well actually it is not a quick deck deck but it will be a full deck deck there will be no gameplay in this video will try to mess with a deck maybe later on in the week but there are so many luck with the expansion out there's just so many cool decks to try and if you've been playing on the ladder you'll notice that there the Met is a lot slower you don't really find a lot of pirate lawyer but you do see a lot of like control law or control priests or obviously true it will change food and the new to it which is like a time druid I guess I don't really know how to explain it and all those decks are awesome especially the druid deck kolento deck is pretty crazy ultimate infestation obviously the card is as good as everyone thought it would be and that deck runs rampant so instead of doing a deck deck on that I decided why don't we do a deck deck on a very fun deck that counter is that exact that so tanto is become a slow defensive type of deck and what it does is if you're a point overcommits on the board then it builds a bunch of taunts and then it bolsters all the tops making it just really difficult to get through and you know it has ramp so it gets to ten mana faster than you do and it also deals ten to five damage or five Gardens it's a 5/5 on the board while gaming five armor and we did and it does that on your turn six or seven right which is kind of crazy like that is a really strong power play and that deck is crave and it's difficult to beat that deck but one way is to play mid-range paladin but there's another way to play to beat that deck in us by playing quest mage right so also called Exodia right equality Exodia and I guess that's because of you deal whatever I think there's a card in one of those card games where you assemble a bunch of combo pieces and you win immediately right so that's basically how quest mates works what question do you want to complete your quest achieve your quest then you want to have all your common pieces in hand and you want to take the extra turn and you want to win with infinite fireballs on that turn now there are a couple wind conditions for quest made in a previous video I did we show I showed you how you can win the Giants you could complete the quest drop some free Giants take an extra turn on a following turn you play Alexstrasza clear up and then you know attack the face for 16 or 32 or whatever in this particular meta because of the late contra leads and there's just a lot of times there's a lot of Lich King being played there's just a bunch of content of meta right now creature beats combat to me it's just not as secure wing condition that's just going infinite fireballs and infinite fireball is going to get you through a bunch of like a bunch of arm or whatever it's just it's just a cooler wing condition so what we're going to build here is I'm going to show you all the core cards or building quest mage with with the combo the infinite combo finisher I'll show you all the card draw options I'll showing you all the survival options I'll show you the way to generate cards for it yeah and I think that that really covers quests major so without further ado here we go here's quest mage so first of all the most important thing about playing quest mates is how you win right the wing condition so obviously you need to plate a quest right so here's a quest one mana tap six spells that didn't start in your deck right and then you reward it with time warm that what time warp is it's a five mana card that you take a turn immediately after this turn so what we want to do is we want to complete the quest play time warp take another turn and on win on that extra turn so how we're going to accomplish that is by playing sorceress apprentice and copying it so the way we'll copy it will be with sim you Luke simulacrum simulacrum right that's what it's called right we're going to copy that and mostly flexure okay and then we need that to man tonight so so here's how you win right you get the majora you need these cards okay you need all of these cards except one long-term reflection for simulacrum okay but you need everything else okay so what we're going to do is here is once we completed the quest right once we've completed six spells created six wells and we receive the quest in hand and once we see these cards in hand right or that we're going to guarantee to draw into it right like we know that there's one card remaining so we know we're going to get the cobble piece of missing once we have achieved that what we're going to do is we're going to play double Sorcerer's Apprentice molten reflection for two okay so let's just cut them out right so here it is turn ten turn 12 whatever we play two Sorcerer's Apprentice format right six mana left we play a multi reflection for - because it's discounted by two right so that means cost of six mana we have four mana left right we're going to cast a molten reflection for one because we have three right so that means are you seven that correct right so now we have four and now our time warp costs one so playtime work for one we still have too many left if we wanted to do anything but assuming we don't we take our next turn we play an tinnitus we play any spell that's free right which I mean any mates well discounted by four right so that or any soul actually doesn't it have to be greed you just need to play as well right you play any spell boom you get a fireball and since you have four Sorcerer's Apprentice on the field that's free fireballs so you just chop fireball so to face away crazy crazy crazy crazy idea and it's cool and it works but this is a package you need simila chrome is the new from the set and basically it copies the lowest carb minion your hat and this works well like for instance if they played dirty rat and it takes one of your apprentices and you just need a backup one you can use this to create another apprentice or against aggressive decks or something maybe they're they're just putting a lot of pressure on your board and you need a second dooms there you play this before another doom sorry lay that on board so are there different ways that simulacrum is kind of a utility card and it's just absolutely consistency of the deck I wouldn't say it's needed but I think I kind of like Alice eight or some people play - I think - is too clunky um but you know what I mean maybe that's a cartoony right so here are the five one two three four five six seven core cards that you need Internet okay so here are seven core parts now the deck you can break it down into three four major situations today you need the core pieces these six or seven pieces are six to eight pieces records you need card draw now it doesn't matter how many cards you have but you need to draw ideally thirteen cards okay you need spell generators and ideally you want to have spells that generate nine or nine spells that can be generated okay like eight to nine I think that would be a safe number and then lastly you can fill the rest with survival right so that's that's kind of the basis so remember that you need the combo pieces you need thirteen eleven to thirteen pieces of card draw I guess and you need about eight or nine spell generators right so let's go let's look at the next slot I'm going to go and close this you see the flashing would have sees that on a fourth oh yeah you know what maybe this is easier if I close it all out okay so let's talk about card draw what are the cards that draw you spell so let's let's look at it right oops what did I do that okay you're off okay so archaeologists draws you a card that draws you one card I think it's pretty cool so I play too some people play one I think that's inconsistent I like to arcane intellect is one of the best forms of our drops re-inflate - right that's your pure card draw now here a bunch of cards new order blood mean you know what blood mage actually could see play novice engineer and luke order now little order is kind of cool in the sense that it's a nicer body than state novice engineer led me but this is a combo deck and really we just want to reach the combo pieces faster as such I prefer novice engineer because late-game is a better top deck right so we're going to put novice engineer now here are other choices we have acolyte of pain we have these four drops which I don't really like I guess we'll skip through that here's acolyte of pain a lot of people do like that glad acclaim to me acolyte of pain is too slow and I prefer to just go balls to the wall and I like coldlight oracle now full life oracle is equal to draw two cards right so i'm going on the fish upper court light oracle here these four drops are kind of sell you don't have creatures so for masters kind of laying this card sucks not much other inventors okay but it's just too slow for what we need gadgets and you can't really run that in here but curator is a card so cure a cure is a special kind of package of special card draw so right it draws you a beast dragon merlok from your deck so if you play curator you obviously want to play those are the cards so the other cards you can play are well we'll talk about here's our later curator is card shop or just remember remember we can come back to curator but you want at least or around 11 to 13 pieces of card draw so how many pieces of card draw that we have here we have 1 2 3 4 5 6 7 8 threat does each of you draw two cards 9 10 11 12 12 pieces of card draw it's not ideal right but this is pretty good and I am you know Cole I torque was really dangerous kind of card right so this would be like a package that I would like thick anyway so that is card your office so so next is spell generation right so how do i what is the discover no it's not discovered okay well then that's what are the spell generation cards are there cliff right at the card battling books or battling book they family those emphasize conjures up the harboring or consciousness conjure and to write okay so here you need - or you need to generate - okay so babbling book is a cheap one but put something out random in your hand glyph is also good allows you like you know the cool thing month list is if you play glyph into an another glyph you really you know then you've got a freeze spell off of it and that's pretty solid glitter just so strong any using utility it's a very sharp bar this is a core card gastly contour so it gives you a body and you know that the mirror image and the nice thing about mirror image is that the next thing about mirror image is that you can play it once you have your combo pieces even if you haven't completed quest you know because it's going to be free right you know for a fact it's very free so but the only thing that sucks is yes it's attached to this body which is kind of weak you know it my mind is kind of weak bad enough and Kabbalah stole like so this draw two three spells and assuming you can play off these spells and they don't ruin your baller like what kind of potion and this is pretty good but that is a real kind of problem so remember we want my sources of card right here right so two books that's two source to glyphs that's two so I don't know where so that's one two three four five six so I wish have to play Kabbalah stone to have my right I would have to play at least one right so that that's where the deck building is kind of limited but another option that's not shown here but has synergy with something like our knowledge base is mattifying right so mattifying gives you a free spell of way that it's your opponent spell so I do like that I think that's a pretty good car yeah this is pretty much these are the cards that are available to you and spell generation package right and you want to be able to generate nine smells right so some kind of combination someone needs a quick Frank lip battling book some of these are how out-power right cobblestone digi 3 and some of them are anti aggressive right desolate contra built a body get to be able to spell that can block weapon thresh so so that that is he self generation part of it so we talked about combo the card draw and generation soul last is survivable frank and survival is just all about getting to the end so you can draw into the answers now there's obvious survival choices right like our wealth removal right like you know there's fireball there's meteor there's rain strike but what we want to do is just stall the board no matter what so it doesn't matter how big creatures get if you please them they're not going to attack you so that's what survival is so we want ice block frost Nova well the corner fold is okay but it's just limited right you want lizard I guess we could take a frost ball I personally like fossil doomsayer I feel pretty sick so this to me is a survival package I don't know how many carts you would need to survive a package but the more the better but the problem is you don't want to play too much survival so that you're not drawing enough into your wing conditions or generating the spells because if you play back-to-back survival turns without drawing or generating you're still not going to complete the quest eventually your opponent is going to find a critical mass that's going to go over your stall right so you need to find a nice balance right so these are all cards you see up here that I would consider for the stalling package right you see all these cards right there like I slots awfully good a card that I didn't mention is ice barrier right which is another secret so maybe you don't say mattify maybe you find your card generation somewhere else and instead you play ice there which will prevent you ate down right so any of the interesting thing is like you don't necessarily have to wipe some of these boards with doomsayer nose up like just playing the doomsayer there and having the opponent trade into it I stay to seven damage and it allows you another turn to stop a board with a freeze effect and then you can play it over the next or a nuclear later or please accept later so remember like I think personally frost Nova blizzard and doomsayers core so those are six terms of freaks basically right one blue to Blizzard turns to Nova turns to ice lock turns six times where you can stall aboard ah and that should be nice enough to help you pass turn you know it turns like seven eight nine and ten right and slightly pass that hopefully that is enough with you to win the game and draw out if your ring condition right now so now we've talked about all the different things in the deck but let's talk a little bit about two tech sources I personally have not tried well I've tried to cure it a package so we'll talk about the curator package first all right so like Syria so the curator draws you a beat but dragging a Murloc right so you want to draw a polite Oracle you want to draw King month left if I can find any words okay smoke one oops and laughter I have to stop that right so maybe that's probably not power would come away with it so so what carrier does is assuming you didn't draw any of these other cards you're going to draw three extra cards from your deck so that's pretty nice if things are backed by three and by playing curator that means you can limit the amount of card draw you have in your debt maybe don't need to play with novice engineers maybe don't need to play the cold like Oracle's or maybe don't need to play double archaeologists but the the paradox here is that because this draws you so me card it forces you to play other cards it forces you to play a card like out stronger which is really just a survival card I guess tree like really it doesn't really do anything for you maybe it can teach you or early lint possibly a temple plate but it doesn't do anything else it draws you am uh Club which is card generation which is good but at the cost of being really slow right now your fourth plate is six metal body and hit Raja and Oracle which is other card draw which is going to draw you two cards so I mean assuming assuming proper value it's it's really difficult to assume very difficult to analyze whether that that packet is going to be helpful for you because while it does draw you a great deal of hearts and good value in your hand it makes you slower because you're spending these later game terms playing the clip playing Alexstrasza that's kind of weak the final other tech card I want to talk about is hemant right so if you can just get the hemant sure and let god okay so here's Hemet gem 106 destroy all cards in your deck that cost six this cannot be played until you have either to some combination and Sorcerer's Apprentice and simulacrum so you need to at least one Sorcerer's Apprentice and you at least need a second source either a sorcerer's apprentice for a similar problem because that way what happens is you copy the sword in your hand then you quit chemic getting rid of all your cheap cards everything so the only thing weapon in your decks are combo pieces now the only combo pieces that cost more than three molten reflection tomb tone what is called whatever arcane tell an tinnitus and a concert right so that's a quick way to like clear the bulk of your deck out and just get to get to the combo so assuming you do got like the two Sorcerer's and apprentices and let's say you have no more combo pieces in half but you're close to turn ten you can play em it out there and your next four or five draws are all combos and if you have any draw cards in your hand you are going to complete the question next to it returns now the price you pay though is you get rid of everything else all the survivors will be all the other card drop options and all the other card generating options but likely if you're going with this combo you're letting double simulacrum so there you get the sources of friends quicker and you're also running the whole tone so that you can generate extra spells more if not double tone then you're definitely running double - you conjure okay so that is what is that called our quest mage in a jiffy so without further ado I'm going to build my questioning track just by giving that nipple that I used to or that I just told you right so first of all I want to combo so I don't want that I need two of these guys right Sorcerer's Apprentice I like one simila chrome so we'll grab one simulacrum and then we need molten inflection and so we need two of these obstacles good needs and then we need a tinnitus right so one two three four five six seven seven cards going now card draw we want thirteen cards alright twelve to thirteen twelve to thirteen so we're going to type in - all right I like double economically something to preserve our technologist looks obviously arcane intellect the best to offer nature will play that now blood McDonald's I don't really have spoken to damage right I just have Blizzard so I don't really like the pet rat effect I rather have falling through to get through it faster so I play for life or update a novice engineer so I want any sleep anyone's know so let's see how much drywall remember I'm trying to get twelve eleven to thirteen okay right so this is one two three four five six seven eight I have eight a volume of eight card draw things so I still need at least four right so I don't want to play acolyte I think it's just too slow I'd rather just you know and it might I might only get one draw off of it I want the power to draw and to be fair this is not the deck that you play versus Aggra okay if there's a lot of pirate warrior a lot of Admiralty roots you don't play this back you're going to lose a lot okay this is a deck that you play for tournaments or that you playing in a meta that's very slow like currently it is so if you see a lot of druids i would play this but because i want to make sure that I win those matchups I'm going to try to dig for the combo as quick as possible that is what I want you so I'll play double fold so now I have twelve draw that's my drawing power 12 now ideally I want 13 but I don't want to get too greedy so I'll leave it at that now what's next next I mean spell generators and I need nine of them okay so what we do when we grab that we look I like it peace so cheap hardened throw it out there whatever you get is straw right glyph this is a must-have right so that's four one two three four we still need five more cards or five more generated cards so we're looking at conjure and tone sort of what they comb is worth 300 five let's take mattifying I like mana by I'm playing double our phonologists so I want I want three secrets right I already know I'm going to play double ice block right so let's get mattifying my soul now my my car generations at five so six seven eight nine nine to chattering for more and I can do that by playing one ghastly cause here let's play that because it's a cold one and one our tablets - right so now I've generated nine and I can just double check it by counting one two three all right I'm mr. Claude one two three four five six seven eight nine so I can generate nine spells that is a nice number on the probability chart in order to complete the quest in a reasonable amount of time right now that leads me with eight cards for survival right so survival I want ice blocks right I want Nova an ice block so Rostova double ice blocks I want Rizk double blizzard and I want to Nader boom I have a debt one card I didn't talk about Arnall I think I did talk about her scar there's frost ball and possible is pretty nice because sometimes some text they play vicious fledgling or they play a threat that you need to hit you kind of got to get it off the board or they threaten you with the weapon and while blizzard freezes the board it doesn't freeze the charge so too is rogue warriors they can get in on you and I am having a crossbow just provides that nice and chilly but as you can see right now I'm at 30 cards so what I could do is remove a card and to add the utility and now this is the this is that part of the game where you got to decide where that value is for you so and initially what do I reveal so like if I remove I cannot remove card draw I'm already low I'm at 12 instead of 13 so card draw is not something I want to remain although I could I could I could but I think it makes more sense to remove card generation so do I remove the contour if I remove a contour that means I'm at eight cars draw but if I do that I can play double tone but it might be clunky might be very clunky so I mean like right here is a situation where there's so many options right do I play the contour or do I remove the contour or there a moon you remove the conjurer play this I guess I might have to remove an Oracle or it was pretty strong I mean it's drawing two cards well the option there's another option I could remove contrary I could add a second tone right now because now when we look at our card generation we got one okay one two three four five and then we got double home right so that's another six so that's 11 so we're actually two higher so I can free up some space I can free up one card my mana by night like it so it's a tag lip or babbling book and that we look like seems like the live rather get it will get rid of an elective across phone and there you have it now I have a quest mage that this is actually not the deck that I will play for a while I mean I could play that so my actual regular quest means build is right here and it is almost exactly the same except I played a polite Oracle instead of babbling flow I did play the double-talk interesting this introspection I don't know which one Keith is still worth bouncing around but there there you go there's two press many checks and figured out on figure them out and we built them using analytics in fact right so any I know like one question is like how did I come on this number like why did why do out that 13 draw why do I have to have mine card generation like you know and I just base that off of a reddit thread for a guy ran a simulation that will that increase the probability of getting this part so I wanted the part probability to be over 90% and to hit 90% you would have to have those numbers so so that's how I generate the deck so I think if you follow this archetype of you know combo piece 12 11 13 card generation or card draw a 8 to 10 card generation the rest survival and then maybe the rest of the Flex kind of things and you kind of fluff around with the figure out you're going to be able to build a highly optimized question mage deck and I really feel that a lot of people say this deck is not viable and I don't know what viable means like viable as a matter buy a whole life okay if you think aggro all the time you're not going with you I don't even know if you obviously I don't even know if it would be like a 30% way where like I don't know aggro is such a tough metric but this that hoses through it but it destroys through it but it destroys a shitload X probably almost 50/50 with paladin's but it just shits on a lot of decks and it's worth playing with worth giving a chance I hope you mess with the archetype and we will do more videos later to show this back down and we'll see if we can improve on the play style and see what works and what doesn't work that's watching

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