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[Legend] Midrange Counterspell Mage

  • Last updated Aug 4, 2015 (Blackrock Launch)
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Wild

  • 20 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5880
  • Dust Needed: Loading Collection
  • Created: 7/27/2015 (Blackrock Launch)
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  • Total Deck Rating

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Streaming live now: Twitch.tv/steef_plays Come join :)!

Introduction: 

Hey guys and gals! 

Steef here with another top legend deck! This time we've gone for a mage list with a new midrange style that's served me well in the current meta. In it's opening few games, as you can see from the stats below, it achieved  a ~70% winrate! I'll provide more stats as I play more games. I've just reached rank 300 legend after a climb from the depths so we'll see if we can further improve! Proof: http://imgur.com/a/siUS8

If you like the deck please upvote to :D! You can watch me stream at Twitch.tv/steef_plays every day this week from 11.00GMT but please post any questions or comments below :). 

The goal of the deck is to get some sticky minions on to the board and protect them with your secrets while fending off aggro or removing larger minions until you overwhelm the opponent. The stats below are of my first 40~ games with the deck so obviously the sample is small but hopefully it gives an idea of the power of the deck in the current meta. 

Card choices: 

This is the first iteration of the deck so feel free to experiment. I'll be sure to update the list if I find something else that works better. 

Anti Aggro Cards - Mana Wyrm, Unstable GhoulAcolyte of Pain  and Sludge Belcher 

These cards all have great stats for dealing with early aggressive decks like face hunter and the new rush paladin decks with their 1 attack and 3 health allowing them to often 2 for 1 in the early game. Unstable Ghoul has the added bonus of being able to trade for an entire board of x/1s which you can help set up with your hero power and has great synergy with Acolyte of Pain. Sludge Belcher is just one of the best taunts in the game with its double taunt bodies - the perfect target for a duplicate. 

 

Secret Package - Mad Scientistx2, Kirin Tor MageCounterspellx2, DuplicateIce Barrier

1st point: Everyone (everyone!) assumes you are running Mirror Entity and will play around it first so by not playing them we squeeze extra value from our secrets. Watch handlocks drop Ancient Watcher on turn 4 and waste a crucial turn while you punch their face!  The counterspells themselves can screw up your opponent's kee plays, board clears, useful spells like divine favour, combo's like force of nature.... all disrupt your opponent's plan for the turn while protecting your minions.

Duplicate is basically used as additional card draw most of the time but can be used on specific minions like sludge belcher to counter aggro or water elemental to counter weapons. Meanwhile Ice Barrier is basically for added health against aggro but has the added bonus over healbot of being a secret so can further confuse opponents while they play around mirror entity or cause a wasted lethal combo from the likes of patron warrior. 

 

Mid range Boyz -  Water Elementalx2, Piloted ShredderAzure Drake

Piloted Shredder is just an insane value card that trades well twice! While Water Elemental seriously hampers many of the meta's weapon heavy decks like patron warrior, hunter and paladin as well as being very difficult to get rid of with it's 6 health for most classes. Azure Drake is a solid body, card draw and spell damage - what's not to love? 

 

Late game -  ToshleyDr. Boom,Archmage antonidas 

If you don't have any of these replace them with other late game big minions :)

Toshley is a great body that trades really well with the many 5 health creatures like sludge belcher, shield maidens and loatheb. He comes with the added bonus of giving two spare parts which help power up antonidas while otherwise the deck lacks small spells. His perfect counter though is sylvanas so be careful playing him out against control decks without a polymorph to hand! Replacement: Sylvanas Windrunner

Dr. Boom is OP.

Archmage Antonidas is your finisher against control. While the deck doesn't have many spells, with the counterspells he is often protected from harm for a turn allowing you to unleash his fiery death on the following turn. Toshley helps by providing spare parts but he isn't necessary. Replacement: Ragnaros the Firelord

 

Removal - Frostbolt, Fireball, Big Game Hunter, Polymorph, Flamestrike.

Fairly self explanatory. I find one BGH is better than having 2 polymorphs for the tempo swing. Try to save flamestrike for big boards or bait your opponent into playing more creatures. 

 

Matchup and Mulligan Guide: 

I'll only include guides to the main decks in the meta here so if you are struggling against something else please let me know :). 

Hunter: 

Mulligan: Mana WyrmFrostbolt, Unstable GhoulMad Scientist

Your goal is basically to stay alive long enough to get safe behind taunts and burn them down with fireballs. Trade efficiently with early game minions and using the hero power and try to play around secrets. It's usually better to pop secrets before they equip a Eaglehorn Bow but if they already have one refrain from popping them if possible until a sludge belcher forces them to use the last charge. Try to save polymorph for Savannah Highmane or beasts buffed by Houndmaster if facing the more mid range variant. Counterspell can often save you from lethal kill commands later in the game. 

 Warlock:

Mulligan: Mana WyrmFrostbolt, Mad ScientistBig Game HunterKirin Tor Mage+secret,Unstable Ghoul

Against zoo try to quell the early pressure with frostbolts, victory usually comes from counterspelling an implosion or just out trading once bigger minions down. Unstable ghoul is more useful in the mid game after an implosion than at trading in the early game. Try to set up a good flamestrike and then take control of the board. 

Against handlock/demonlock get early minions down and start punching, mostly ignore their big creatures unless you have a polymorph/BGH or good trade opportunity and protect your smaller minions from aoe with counterspell. On turn 3 it's usually better to play a random secret than an acolyte of pain as it forces them to play around mirror entity on their turn 4. If you don't have the fireballs to finish them off don't give them easy molten giants. 

 Paladin: 

Mulligan: Mana WyrmFrostbolt, Unstable GhoulMad Scientist, Water Elemental

Most paladins are running aggro variants which means a lot of 1 health minions which are perfect to clear up with unstable ghoul, mana wyrm and acolyte of pain. Water elemental is great for stopping weapon attacks or forcing them to waste their resources to kill him. Try not to hold too many cards in hand in case of Divine Favor. Usually counterspell will stop key spells like blessing of kings, equality/consecrate or the favour so this is a fairly easy match if stressful :P. 

 Warrior: 

Mulligan: Mana Wyrm, Mad Scientist, Water Elemental, Piloted Shredder

Against patron try to deny card draw as much as possible and don't leave injured enemies on the board in case of Battle Rage. Unfortunately our minions that are so good against aggro with their 1 attack suddenly are very detrimental as patrons can charge in and spawn another before a whirlwind try not to have them on the board past turn 8. Unstable ghoul is basically a dead card here :(. Shredder and water elemental especially do very well against weapons. If you get the chance always freeze the warriors face. Counterspell can stop key whirlwind turns or executes relieving some pressure. Flamestrike will clear their board but this is a difficult matchup. As a last point never give up! Because even pro patron players sometimes rope out!!

Against control build a board, deny weapons with water elemental and try not to throw too much into a brawl turn unless you have a counterspell down. A good duplicate on a water elemental or late game creature will win the game through attrition. 

 Druid: 

Mulligan: Mana WyrmFrostbolt, Mad ScientistKirin Tor Mage+secret, Water ElementalPiloted Shredder

This is one of the easier matchups. They will struggle to deal with the tempo of your secrets and have no easy way to deal with water elemental. Counterspell will often prevent good swipe turns and it is the best feeling ever watching a druid waste a force of nature! Trade efficiently and you should outmatch them. 

 Mage: 

Mulligan: Mana WyrmFrostbolt,  Mad ScientistPiloted Shredder

Most mages are the tempo variety with flamewaker so try to out trade them in the early game. Don't let Flamewaker live past one turn if possible but sometimes the pings are good on our acolytes :P. They normally have mirror entity as their secret so play around it and give them an unstable ghoul. Counterspell helps slow their tempo and prevents lethal fireballs!

 If you like the deck please upvote :) <3