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[STANDARD] Burst Mage

  • Last updated Aug 1, 2016 (Old Gods)
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Wild

  • 12 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Freeze Mage
  • Crafting Cost: 3140
  • Dust Needed: Loading Collection
  • Created: 7/22/2016 (Old Gods)
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Hey guys,

I've always liked to play miracle rogue and freeze mage. This deck takes inspiration from them. In general, one just controls with spells like Forgotten Torch, Arcane Explosion, Frostbolt, Arcane Blast etc. and keeps drawing as much as possible. I'll admit it looks weird and that it does take an experienced player to fully unleash the deck's potential.

The main combo is usually some variation on playing Emperor Thaurissan with Gadgetzan Auctioneer and a (or two) Sorcerer's Apprentice in hand. The mana reduction from the Sorcerer's Apprentice allows almost all the spells in the deck to be cycled on the same turn they are played, usually bursting the opponent down. Depending on your draw, this combo can be done from like turn 7 onward. Sometimes emperor isn't even needed simply because the mana reduction from the sorcerer’s are so effective (it'll at least allow you to draw quite a bit). The majority of the deck are low cost spells which allow this.

However, building up to that turn, it’s usually a good idea to have a few preparations done.

---Rules of Thumb---

You’ll want to have played that Forgotten Torch sitting in your hand if possible, to cycle into a Roaring Torch. You might even consider just going face with the forgotten torch the turn before.

Cards to stall are important to keep if you think you’ll need extra time to burst them down (Mirror Image and Frost Nova primarily) So you might consider taking some extra damage.

Before playing Thaurissan, you might want to play the extra Arcane Intellect or Azure Drakes etc. in your hand, usually spamming the board with a loot hoarder, azure drake etc. directs the opponent off your face because they fear the mage’s board clears (depends on how much life you have, and obviously doesn’t work as well against aggro).

What turns to start cycling

If you have one/two gadgetzans in hand, play it just for card draw.

If you have a gadgetzan and a sorcerer’s in hand, then turn 9 is usually what you’ll need to wait for, as the extra mana buffer will allow some extra spells to be played. Obviously, this changes if you have 1 mana spells in hand or you’re under pressure etc.

A gadgetzan and two sorcerer’s, you could wait till turn 10, or you could do the above twice.

If you get emperor off with the above, a good rule of thumb is to take 1-2 turns off the “recommended” turns (with emperor it really depends on how many and what cards you hit with the effect).

---End of Rules of Thumb---

Mulligan Guide

Arcane Blast - keep when your opponent has 2 life minions or if you have spell damage to combo with it. Still a nice card to keep in general.

Arcane Explosion - keep against zoo or when you have spell damage to combo.

Flamewaker - keep if you have spells to play with it and/or coin. Good against aggro, sometimes also used to weaken your opponent early on.

Frostbolt - always keep against aggro.

Forgotten Torch - always keep. You'll want to eventually draw into Roaring Torch so feel free to use this.

Loot Hoarder - always keep.

Arcane Intellect - only maybe not against really fast decks.

Emperor Thaurissan - keep it if you can afford to, say, against a warrior.

Fireball - good for removing opponents 4+ drops, so usually only keep against slower decks.

Bloodmage ThalnosCult Sorcerer - a good makeshift 2 drop and also to combo with early spell removal such as Arcane Explosion. Thalnos can be played as a loot hoarder against decks where the spell damage doesn't matter as much.

Azure Drake - keep against slower decks or priest :D

Gadgetzan Auctioneer - keep only if you think you can afford to.

Sorcerer's Apprentice - keep if you have Flamewaker in hand, another spell and you think you'll need/can go aggro for a bit. Otherwise, generally, throw it back.

Frost Nova + Mirror Image - I feel that these are best used during combo to stall or to protect a minion like Emperor Thaurissan, at least to make them spend a card to remove them. I usually throw them back.

So that's about it for the mulligan guide. Don't keep Ice Lance. It's probably more useful to think of it as trying to get in your opening hand;

  • 1 card draw
  • 1 removal
  • other (2) card depends on the deck your playing against or what you currently have.

Match Ups

  • Warrior - probably the worst match up as his hero power just mitigates too much damage against burst decks and really puts you up against a clock. However, if you draw quickly and somehow combo fast enough it can be a very easy win at times. Minions are important in this match up.
  • Warlock - Zoo - focus on clearing and drawing. Let the warlock tap himself to death. Reno - If he plays reno, he might not be able to clear your board. So a 2-turn kill is still  possible if you kept enough burn. Alternatively, lower him to around 21 life – till you can one shot him. Flamewaker can do some damage here if you get a good hand with it.
  • Mage - removal and draw, key targets are sorcerer's, mana wyrm and flamewaker, as usual. Depends on their opening hand tbh.
  • Druid - It's you drawing vs him ramping. Keeping a fireball isn't a bad call.
  • Rogue - Draw and remove. They usually damage themselves enough. Mirror Images can work well against them to protect a minion/yourself.
  • Shaman - depends on their hand and yours. You'll have to think ahead and remove even bigger threats at times. It's a tough match up. Careful of healing wave.
  • Priest - just keep drawing and then combo, you should win. Azures will do work here.
  • Paladin - Early removal and draw. Watch out for that forbidden healing, try and keep them anywhere around 23-26 or so before combo for more reliability(this goes for other match ups too but especially this and reno). Flamewaker can do some damage here.
  • Hunter - Just draw and remove their stuff if possible. Flamewaker can do some damage here too. Sometimes it's a tough match up.

Drawing into answers in this deck is really important, especially so you don't run out of steam. Don't be afraid to take a bit of damage. If you've played miracle rogue or giants dupe mage before, this has a similar(?) style.

Card Explanations + Alternatives

Loot Hoarder - good card to play on turn 2, especially against decks that can't deal 1 damage efficiently. I have played this deck with Novice Engineer before and there are argument's to be made for both sides, the biggest being the instant draw into removal. Ultimately, you'll have to see which works better for you.

Ice Lance - the extra reach and is good for cycling during combo. Worst case scenario, it's used to stall a minion for a turn.

Sorcerer's Apprentice - that mana reduction for spells is very useful.

Gadgetzan Auctioneer - that cycle. I have tried to play this deck with only 1, but I find the combo more consistent with 2 in the deck. By all means, experiment with it.

Cult Sorcerer - the extra spell damage comes in very handy and as a cheap two drop as well. A better Kobold Geomancer.

Arcane Explosion - it's best when played with spell damage and it's also cheap enough so you can do damage to the opponents boards a bit while cycling. Good against zoo too.

Flamewaker - I find that one of these is nice to have simply for the flexibility and of course the pings. If you ever get the combo off with this on the board :D. Worst case it's a 3 drop with lots of potential that opponents usually must get rid of.

Forgotten Torch - that burn + removal package.

emperor thaurrisan - that 1 mana reduction combo with sorcerer's is insane (usually try to draw more before playing this card if possible, say if you’re still holding on to an Arcane Intellect).

Cards that could have been included.

Yogg-Saron, Hope's End - for the glory after you're done cycling.

Archmage Antonidas - I felt it was too slow for this deck and was awkward to play with to get value out of it.

Alexstrasza - maybe... but is a dead card till turn 8/9 and this deck doesn't run Ice Block so wasting a whole turn playing this is often times not the best.

Ice Block - while it does provide an extra turn, it's too slow in my opinion. I have tried playing with a few time, it either takes up a whole turn early on or you'd rather have another card in the late game.

Flamestrike + Blizzard - really this one depends on the meta. If you feel a solid board clear is needed and the meta is slow enough, add one in.

This deck is somewhat flexible (as long as there are cheap spells and a good amount of draw), so please feel free to experiment with it.

Notes

sorcerer's should be kept for combo, it's your judgement to play it or not.

drawing is really important - sacrificing health for draw at times.

using the first gadgetzan to draw a few cards is acceptable if you can’t draw any other way.

A 2+ turn kill is perfectly good if they can't heal enough to get out of range.

before cycling with arcane explosion, playing bloodmage or cult sorcerer is a good idea to consider

remember that a Frostbolt, and two Ice Lances do 11 damage, 14 with spell damage and will draw you 3 cards. If you get a Roaring Torch, that will be 17 or 21 damage. You will have some minions on board, which can possibly do some extra damage. It's rare to not draw into other burn/already have them in hand unless you haven't already drawn much (as in instead of drawing burn, the dreaded 2/3 mana arcane intellect or 5 mana azure drake comes up). Just some things to consider.

I think that's about it, if you have any questions or I missed something/got something wrong please let me know in the comments below. GL HF.