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Showlin All Around Mage (Legend!)

  • Last updated Apr 30, 2014 (Live Patch 5170)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6920
  • Dust Needed: Loading Collection
  • Created: 4/26/2014 (Live Patch 5170)
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Hi I'm Showlin and this is my all around mage deck. Why all around? Because it's designed to stand a good chance against anything - agro, midrange, or control. 

*****UPDATE!*******

I just made legend with this deck! Grats me :P

Proof: http://imgur.com/RaTFgSA

Due to the amount of druids running a bajillion taunts 1 change has been made: 

-1 Sylvanas Windrunner       +1 The Black Knight 

Season end: Legend rank 292.

*********

I've personally played this deck exclusively from ranked level 6 to 2 and am still climbing. The deck has beaten quite a few legendary rank players to get there. There are no really bad matchups that I've seen and this deck eats the new mid-range hunter decks for breakfast. A lot of matchups I would say are just above 50/50 so if you're more skilled than them you usually have the upper hand.There is enough early game removal to outlast an aggro warlock and enough late game to go toe to toe with a control warrior. This may sound weird but it's working for me so give it a shot. 

Odd card choices: 

Arcane Explosion - Helps you deal with aggro warlock especially in the early game and against hunter you don't have to be so afraid to put out 3+ minions - after they've spammed the board full of 1 hp minions they all die to this spell. You also have 3 spell power giving minions in the deck so later in the game the spell is effectively consecration. 

No taunt! - Some might see this as an odd choice considering all the rush in the meta but that's what arcane explosion is for! Most of the aggro decks deal with taunts way to easily so why spend more mana to have a minion die anyway. 

Ice Barrier - With no taunt though sometimes you need a bit of extra health. This card is severely underrated; think of it as equivalent to a druid's healing touch except much better! Since it's a secret it also makes your opponent play badly for a turn as they try to get around your mirror image/counterspell. Eight extra health wins you games, especially against aggro, hunters and other mages. 

Arcane Intellect - The deck needs draw with all the low cost minions and spells and arcane intellect is more useful than a acolyte of pain. When you're sitting top decking and you draw an arcane intellect your face will light up - an acolyte won't do that! It also adds damage to your mana wrym and with the apprentice it's only 2 mana for 2 cards. 

Sorcerer's Apprentice - Toss up between this and Wild Pyromancer. I personally prefer sorcerer since it allows you to use your removal earlier and more cheaply. Turn 2 sorcerer into missiles or turn 3 sorcerer into Frostbolt can win you the board for the rest of the game. Also the sorcerer allows some evil combos with Archmage Antonidas

Archmage Antonidas - Some love him, some hate him. If you don't have him feel free to replace with Ragnaros the Firelord. I think Antonidas is better than Rag in the current meta when many players are running Big Game Hunter and few are running silences. With 9 spells under 3 mana you're almost guaranteed to get 1 - 2 extra fireballs - what mage doesn't wish for more fireballs??! 

p.s. If you think they have a faceless don't play this guy yet or you'll get a huge taste of your own firey medicine!

MATCHUPS

Hunters - many aren't playing with the eagle horn now so don't worry about fishing for the ooze. Try to get early 1-2 drop minions as well as a frostbolt to take out that turn 3 animal companion. Most seem to be playing midrange hunters now so expect savanna highmane and save your polymorphs for them exclusively unless in dire straits. If they have flare wait till they use it twice before using ice barrier. 

Agro warlock - Look for early minions and spells and try to save frostbolt for knife jugglers or amani berserkers as they can ruin your aoe happy times. Don't be afraid to chance a missiles against a lonely guy with 2 hp - you have a 50% chance to kill it. Sheep anything difficult to kill like argent commanders or doomgaurd. Don't worry about efficiency - just get their minions off the board. If you can establish board control you win. 

Warriors/ rogues/ paladins - Use water elemental to hamper their weapons if possible to keep them effectively stun locked. If there is only your water elemental and an opposing three drop on the field go for the face always. They are most likely going to run their guy into the elemental anyway killing their minion would only help them. Save the ooze for big weapons - save it for gorehowl or assassin's blade. If you can establish board control you'll win. 

Shamans - Save your flamestrike, they  will usually get many minions on the board. Try to save arcane explosion for when you have spell power and watch those totems fall. If they put out an unbound elemental on turn 2 or 3 make sure you always kill it if possible - don't let it go big. Try to bait out hexes silences on other minions to give cairne or antonidas free reign. If it's early in the game and they've just used a hex - take the chance they don't have another. 

Mage/ Druid -  Save a fireball in your starting hand for big minions like bears or water elementals but try not to waste removal on lower creatures. Most aren't running heals so if you have the option between killing a minion with fireball - or getting to 1 hp with a frostbolt, take the latter and firebalst next turn. Mages won't expect you to have an ice barrier and this can really screw up attempts to fireball you to death - I find I win most mirror matches. 

Priests - Priests don't really exist silly. Yes, yes, we've all heard the rumors but no one's ever really seen one...

Any questions or comments feel free - I'm always looking to improve the deck.