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[S23] *W/Guide* Cheap & Effective Tempo Mage w/...

  • Last updated Feb 28, 2016 (Explorers)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2640
  • Dust Needed: Loading Collection
  • Created: 2/13/2016 (Explorers)
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  • Total Deck Rating

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Disclaimer:

1. This is very similar to the standard Tempo Mage which is seen throughout ladder. In the video I did claim it as my own, but by that I mean my own edition of the deck.

Mulligan:

1. Without Coin: Generally with or without coin the most important thing to do is establish a board and being able to maintain the board without having to sacrifice minions. Therefore you always want to extremely mulligan for Mana Wyrm & Mad Scientist. Those are always going to be the two core mulligan cards. After those, you generally want to mulligan for Flamecannon & Frostbolt. The reason we mulligan for these two removal cards is to be able to main the board which is essential. Acceptable cards to keep without coin, while having one of the aforementioned minions/spells are Unstable Portal & Arcane Intellect. These are the six core general cards you would mulligan for without coin. Flamewaker is definitely an option but is a bit too risky to summon out on the board without any low cost spells that help it achieve it's full effect.

2. With Coin: Generally with or without coin the most important thing to do is establish a board and being able to maintain the board without having to sacrifice minions. Therefore you always want to extremely mulligan for Mana Wyrm & Mad Scientist. Those are always going to be the two core mulligan cards. After those, you generally want to mulligan for Flamecannon & Frostbolt. The reason we mulligan for these two removal cards is to be able to main the board which is essential. Now a little different from the without having a coin section is that we are more acceptable into keeping Flamewaker. The reason for this is because just by having coin you are guaranteed two missiles on turn three, and if you draw into Arcane Missiles you are guaranteed seven missiles which definitely have the chance to switch the momentum of the game by a landslide. Now some other acceptable cards to keep with coin are Unstable Portal, Sorcerer's Apprentice & Arcane Intellect. The reason that we keep these cards is because with Sorcerer's Apprentice, Arcane Intellect definitely becomes cheaper by turn three allowing you to combo it with an unstable portal or any removal spell. 

Match Up Guides:

1. First step is recognizing what type of deck your opponent is playing, once you have recognized the deck your opponent is playing, you adapt your plays accordingly. 

  • Secret Paladin: 1. Follow the mulligan outline 2. Remove all Paladin minions while being able to keep your essential minions relatively healthy while playing around any paladin AoE. 3. Save Fireball for Mysterious Challenger, therefore you have a perfect turn 6,Fireball + ping to easily change momentum and win the game. 4. Dr. Boom will easily be countered by either Mind Control Tech or Big Game Hunter. 5. After that, the game is usually in your hands as you have easily established the bigger minions on the board and your hero power counters his.

 

  • OTK Paladin: 1. Follow the mulligan outline 2. Try to one shot all card draw with removal spells 3. Save huge burst from fireball and spells you discover from Ethereal until a point where you can OTK the paladin. 4. Save Loatheb either for turn 10, or save it for a moment in which you have a decent board and want to play around Wild Pyromancer-Equality.

 

  • Aggro Paladin: 1. Follow the mulligan outline 2. Control board heavily 3. Use all removal on minions 4. If no removal in hand, trade the most efficient way.

 

  • Reno Lock: 1. Follow the mulligan outline. 2. Establish a relatively huge board while playing around removals. 3. Save burst to OTK unless it is necessary to maintain the board, if so, you sacrifice.

 

  • Aggro Lock: 1. Follow the mulligan outline 2. Control board heavily 3. Use all removal on minions 4. If no removal in hand, trade the most efficient way. (Mind Control Tech could play a huge role in this game)

 

  • Miracle & Oil Rogue: 1. Follow the mulligan outline 2. Establish a board big enough for him to have to use essential removal spells to clear it 3. Save Loatheb for when Auctioneer get's dropped or save it for a turn where you are setting up for lethal 4. Knowing when to use frostbolt on face is important, and save your burst for face for a OTK or to push for lethal forcing the rogue to play defensively.

 

  • Combo/Midrange Druid: 1. Follow the mulligan outline 2. Go all out on board 3. Use removal spells on it's huge minions, i.e Loatheb, Druid of the Claw 4. Save Loatheb to counter the FoN + SR combo unless you have huge momentum or a huge board, then use it to prevent a swipe. 5. Use burst spells towards face to push for lethal unless needed to use against a minion.

 

  • Freeze Mage: 1. Follow the mulligan outline 2. Force Mage to use removal spells early by going all out on the board 3. Use fireball to remove Doomsayer 4. Use Loatheb to prevent lethal or prevent an ice block when threatening lethal in the next turn.

 

  • Control Priest: 1. Follow the mulligan outline 2. Pour minions on board very early in the game (It is very difficult for priest to deal with early minions) 3. Use burst to push for lethal or to do OTK. 4. Use Loatheb to preserve board and push for lethal. 5. Your late game minions gives us a higher chance to win the game.

 

  • Dragon Priest: 1. Follow the mulligan outline 2. Establish board quick and early 3. Use removal spells to remove big taunts 4. Use Loatheb to play around board clears 5. Late game minions gives you a higher chance to win the game

 

  • Aggro Hunter: 1. Follow the Mulligan Outline 2. Establish a board and be wise when popping traps in terms of knowing which minions would you value greatly if the trap was a freezing trap. 3. Use removal spells to remove their minions, most importantly beast minions. 4. Use burst to remove minions if needed and to push for lethal.

 

  • Midrange Hunter: 1. Follow the Mulligan Outline 2. Establish board and keep on pouring 3. Use removal spells to remove beasts primarily. 4. Use burst to push for lethal 5. Late Game Minions gives us a higher chance of being able to stay in the game and win it.

 

  • Aggro Shaman: 1. Follow the mulligan outline. 2. Summon out all minions no matter the cost, in order to have minions on board to trade into his minions which are essential in his pushing for damage. 3. Use Frostbolt to freeze face when doomhammer is equipped. 4. Use Loatheb to counter card draw or spells in general. 5. Save big burst spells for face!

 

  • Control Warrior: 1. Follow the mulligan outline 2. Pour the board early 3. Use removal on card draw and preventing weapon hits 4. Try to kill the warrior as fast as you can 5. Tech cards and late game minions gives us a chance to stay in the game!

 

  • Patron Warrior: 1. Follow the mulligan outline 2. Pour the board early 3. Use removal on card draw, and clearing Patrons 4. Try to kill the warrior as fast as you can 5. Tech cards and late game minions could give us a chance to stay and win the game!

Tech Cards: 

1. Big Game Hunter: Used to remove Dr. Boom or any minion your opponent has that is vulnerable to BGH. Most opponents do not expect a BGH from Tempo!

Replacement: Spellslinger, Forgotten Torch, Arcane Blast, Mirror Image

2. Mind Control Tech: Used to counter any kind of aggro, also counters Dr. Boom very nicely and gives you a chance to use BGH to kill Dr. Boom if that is not the minion you stole. Switches momentum big time!                                                        

Replacement: Spellslinger, Forgotten Torch, Arcane Blast, Mirror Image

3. Emperor Thaurissan: Discounts spells and cards, allowing you to play two minions or use two spells or even more combinations that could definitely change the momentum of the game. Check out the videos as I have had some pretty epic Thaurissan moments.                                                                                                                                      

Replacement: Archmage Antonidas Ragnaros

4. Loatheb: Used to counter any removal spells and prevent lethal from spells, also a decent sized body five drop that demands the opponent to remove it.          

Replacement: Spellslinger, Forgotten Torch, Arcane Blast, Mirror Image

 

Gameplay:

1.  Gameplay will be added on a most likely daily basis. Videos will serve to demonstrate the current climb with the deck in ladder as well as demonstrating the mulligan and thought process that comes along with the deck when facing certain classes!

2. There will be victories as well as defeats in the gameplay, because it is important to not only show how to properly play the deck but also show the imperfections the deck has as well as mistakes that the pilot could commit and learn from.

Combo Druid:

 

Secret Paladin:

 

Patron Warrior:

 

Control Warrior:

 

Aggro Shaman (Loss):

Ending:

1. I hope you all have an amazing day and night, stay positive, keep on grinding, and i'll most likely catch you all on the next video or in the comment section! Peace out!