Hello all. So, like the title says: I threw together a Magmar Replace deck. I first built it when Kron was released, and have only done some minor tweaks here and there as patches have hit. It serves me decently enough through Gold (yeah yeah, I know, Diamond+ is where the real challenge is. I’ll care enough to get there someday!), but I’m curious to know what I could do to make it better without losing the vision of it.
The main part of it is the Replace function. Getting a couple Aethermasters out alongside a White Widow or Kron can really start to swing things, and requires multiple dispels/removals to get rid of. The Grow minions offer other dispel targets, and give me another archetype to build off of. Two paths forward, which I like (especially since I don’t think that either one of them can sustain a deck by themselves).
I don’t have much draw, but I rarely find a need for it; if I’ve emptied my hand, chances are I’ve got a fairly beefy board presence and can replace enough to get to whatever I need.
I’m not sure about the Flashes anymore; few of the minions can afford to take that 2hp hit now. I used to use it to flash out Kron, but now that’s a significantly weaker play. The only other minion I really use it on is Kolossus, or an Aethermaster on the back lines for another replace that turn. Egg morphs and plasma storm are pretty straightforward. The Chrysalis Burst is a sort of stopgap; if I don’t draw into the replace engine, I typically end up hitting that at least, which stalls and/or gives me a board while drawing away some dispel/removal/AoE. Fractal is pretty versatile, but I usually aim to use it on a Replace minion and triple my value. Bonded Lifeforce is an alternate wincon: if my board doesn’t manage to kill you, well… I’m a dinosaur.
Shroud is a useful spot dispel, if I don’t have an egg morph on hand. Jaxi is there for a little stickiness, as well as a potential combo piece with Primordial Gazer. Gazer is also there to potentially buff up Kron’s prisoners. The Grow minions work well together if I can get a turn out of them, Huntress especially… But that’s always been the thing with Grow: you need to be able to get a turn or two before they’re worthwhile, and then they’re still super vulnerable to dispel. I end up rarely using the Kolossus, unless I’ve managed to get a Huntress out earlier.
Thoughts? Critiques? Praises? Lulz?