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[BRM] A-Mage-Ing!

  • Last updated Apr 26, 2015 (Blackrock Launch)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3860
  • Dust Needed: Loading Collection
  • Created: 4/26/2015 (Blackrock Launch)
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  • Battle Tag:

    UrDailyDevil#1547

  • Region:

    N/A

  • Total Deck Rating

    217

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Now featuring 10x less guilt than playing as Hunter

 

"A-Mage-Ing!" is one of my favorites simply because it dominates all the decks I despise playing against; Mill Rogue will just feed you merrily til you're full. You can more than happily outrun Hunter, freezing him from using Eaglehorn Bow and burning alive his precious hounds with fire spatted from Flamewaker. Steal the Explosive Traps and Mirror Enitity's from Hunters and Mech-Mages, swinging the game into your easy win. 

You'll get a scary amount of traction out of this deck, and hell, with the right hand you can have him down to 14 health by the end of turn 3. Have fun kids. 

 

Why Flamewaker

A pleasant surprise and one of the stars of this deck, Flamewaker practically triples-up the damage from cheap spewed spells. He's a clever-man's Knife Juggler really, if Knife Juggler was harder to kill and threw double the knives for 1-cost cards. Get him out early, learn to love him, and then craft him as gold because you love him so much you wonder how you'd get into a civil union with him and make lovely little Flamewakers you can raise together. 

Why Mana Wyrm

Acting as Flamewaker's buddy-cop in this flick, Mana Wyrm acts as an incredibly reliable early drop, buffing up to almost eerie strength as you pound out the spells. You'll see him get up to 6/3 easily, and almost feels like a pre-nerf Undertaker. The perfect 1-drop, and an incredibly powerful card to have. 

Why Kezan Mystic?

Because this is a deck for the clever elite who don't have time for such riffraff as face Hunters or Mech Mage. Steal their secrets and heartily chortle into your cuppa as they rage. 

Why Water Elemental

God this card is good. Just... So good. Arguably one of my favorite four-drops, Water Elemental is the bouncer of this club and that Oil Rogue looks under 21. Or Warrior. Or whatever could possibly threaten your Sorcerer's Apprentice or Flamewaker. Of course he also has synergy with Ice Lance (4-5 damage off 1-drop=happiness), so have fun with him. 

Why Azure Drake

Because he's Ol' Reliable. Nobody can hate Azure Drake. Nobody. 

Why double Clockwork Gnome

Because more spells, less problems. You might notice a very odd glitch where if Flamewaker is cloaked using his spare part, Flamewaker will uncloak after his flames. Not sure when Blizzard will fix that, but just avoid that combo for now. 

Why Archmage Antonidas

Because you want to win in style. And because hearing him shout "AHA!" with such gusto as you throw off countless cheap spells into your Fireball Factory really breaks your opponents spirit. 

 

As always, if you have any questions, comments, or more importantly any ways this deck can be improved, share below. 

 

Tips: Despite having to pay attention to combos, this deck does play very similarly to Hunter. I made the mistake during my first few runs with it of attempting to blow a few spells on enemy minions. Bad idea; that's what Flamewaker's for. With the obvious exception of Mechwarper, you really want to save your spells for going right for your opponent's jugular. 

Combos: 

The Flamewaker Special: I have never lost a match if I've managed to pull of this combo. Seriously, it's pure gold. 

Flamewaker+Coin+Arcane Missiles=7 guaranteed scattered damage among enemies, assuming you dont have Bloodmage Thalnos in which case its 8.. If they have any minions on the board, they're dead. If they don't, their heroes' already down to 23 maximum. 

Elsa: Yes I like Frozen shutup. 

Sorcerer's Apprentice+Frostbolt+Ice Lance=a turn 3 7-damage combo with a frozen hero. Being that much of this deck revolves around ice spells, there's obviously flexibility with this combo. Add in a Flamewaker and that's 7-direct 4-scattered. Throw in a Water Elemental, or a second Ice Lance to make it 11-damage. Regardless it's a guaranteed burst of madness. 

Mulligans: 

Vs Hunter: Mirror Image, Flamewaker, Kezan Mystic, Frostbolt

Vs Mage: Frostbolt, Mana WyrmKezan Mystic

Vs Warlock: Mirror Image, Mana Wyrm, FlamewakerClockwork Gnome

Vs Priest: Sorcerer's Apprentice, Frostbolt, Mirror Image, Fireball

Vs Rogue: Ice Lance, Mana Wyrm, FrostboltWater Elemental

Vs Druid: Mirror Image, Sorcerer's Apprentice, FlamewakerMana Wyrm

Vs Paladin: Mirror Image, Flamewaker, Mana Wyrm, Arcane Missiles

Vs Warrior: Mirror Image, Mana Wyrm, Water Elemental, Frostbolt.