Dragon Quest Reno Mage
- 1Arcane Breath1
- 1Magic Trick1
- 1Open the Waygate1
- 1Ray of Frost1
- 2Primordial Glyph1
- 3Arcane Intellect1
- 3Flame Ward1
- 3Ice Block1
- 3Stargazer Luna1
- 3Volcanic Potion1
- 4Azure Explorer1
- 4Kazakus1
- 4Polymorph1
- 5Malygos, Aspect of Magic1
- 6Dragoncaster1
- 6Reno the Relicologist1
- 7Luna’s Pocket Galaxy1
- 8Kalecgos1
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meteor ? flamestrike ?
You can certainly try throwing them (and/or Blizzard) in as a replacement for things like Magic Trick and Glyph – but there are a few clunky consequences.
After using Galaxy, Luna can often be a game-winning turn as long as you don’t hit something expensive that can end your cycling. I also generally tend to prefer using discoveries to find answers that simultaneously work towards completing the quest in Quest Reno builds.
Vulpera Scoundrel is another nice option over Magic Trick since it instead gives you an opportunity to discover those big board clears when necessary.
If you add in big spells, I would take out Galaxy and Luna. That definitely improves odds vs. swarmy decks, but likewise reduces combo potential vs. slower decks.