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[Standard] Yogg Tempo Mage

  • Last updated Sep 5, 2016 (Karazhan)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Mage
  • Crafting Cost: 7840
  • Dust Needed: Loading Collection
  • Created: 12/28/2015 (Explorers)
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  • Battle Tag:

    MrSamurai

  • Region:

    US

  • Total Deck Rating

    1

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Overview and General Strategy

Standard Tempo Mage deck list with some new Karazhan card inclusions (updated till wing 4). So with tempo decks, the main goal is to establish board presence with tempo plays (removing enemy minions efficiently while playing your own), and deal damage to your enemies face with minions or direct damage burn spells. Tempo Mage struggles when enemies can remove your minions with ease. Thus, knowing when to trade, when to go face and understanding the value of your spells in different match-ups is very important.

Core of Tempo Mage

18 cards that are too good not to run in the current iteration of Tempo Mage. The other 12 cards in the deck serve to support the core of the deck.

 

 What did Karazhan bring?

Firelands Portal - Underrated card pre-release, but showed it's strength in the value that it brought, with damage and a minion packaged into one card. 

Barnes - RNG card with some insane pulls from the deck, with most of them being pretty good even if you don't high-roll. 

Babbling Book - 1 mana 1/1 value card that generates more spells for Tempo Mage. However, I don't like this card in Tempo Mage and did not include it in my deck; reasons stated below. 

Card Choices

 

Mirror Image - Cheap 1 mana spell that synergises with Flamewaker and helps tremendously in Aggro and Midrange Match-ups, protecting your precious minions.

 

Bloodmage Thalnos - Spell damage is very strong in this deck with cards like Arcane Blast and Arcane Missiles. Draws a card on deathrattle too. Too much value not to play it.

 

Acolyte of Pain - A flex spot in the deck but I like the card advantage it brings.

 

Arcane Intellect - One of Tempo Mage's weaknesses is running out of steam. This card helps to fuel the deck, plus card advantage is always good. 

 

Barnes - Every pull from this deck is good except for Yogg. Just another strong minion which can steal some games in rare cases.

Water Elemental - To improve match-ups against weapon classes which are so popular in the current meta. Just a one of as a tech card. 

 

Archmage Antonidas - Controversial inclusion. Past few seasons I have been running Ragnaros, the Firelord in place of Archmage Antonidas as I figured Antonidas was way too slow, and Ragnaros provided an immediate board presence in comparison. But in the current meta, often times Ragnaros does absolutely nothing when your opponent has 4-5 minions on board with only one target being a good hit. For example with Aggro Shaman, most of the times half their board are hero power totems and 1 drops, making Ragnaros way too ineffective to do anything. The only time Ragnaros is good is in long drawn matches where you can actually last till turn 8, and by then Antonidas provides way more consistency. 

 

Yogg-Saron, Hope's End - Last ditch effort when you are behind. Most of the times it does it's job and put you back on an even board state. When Yogg fails, you most probably played him in a bad situation and was going to lose anyways. Sometimes Yogg pulls some incredible RNG wins, which is a reason to include him in this deck. 

 Card Omissions (to be written)

To be written when I have time.

 Match-ups (to be written)

To be written when I have time.

Mulligans (to be written)

To be written when I have time.

 

Thanks for reading this short guide. I'll write the rest of the guide when more people find interest. Drop a like if you enjoyed or a suggestion in the comments if you have any, I'll really appreciate it.