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Rattle Mage

  • Last updated Aug 19, 2014 (Naxx Launch)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4780
  • Dust Needed: Loading Collection
  • Created: 8/19/2014 (Naxx Launch)
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Hi,

First deck I am posting here. I wanted to build a deck that really has "Deathrattle" at its core. Since Mad Scientist gets the most value out of mage secrets I went with mage. 

So far this deck has been really fun to play and it has taken me from rank 19 to rank 11 with only a few losses here and there. I am not a legend player or anything so I don't know how well it will hold up in the higher ranks (I will see how far I can take it) but I just wanted to share to get some feedback and maybe some one else can have some fun with it as well. 

This deck is very minion heavy and almost all minions have a Deathrattle effect which makes it very annoying for the opponent to play against since you pretty much always get some value out of your cards dying. 

UPDATE:

- Leeroy: As people pointed out, it is better to just add a Fireball.

+ Fireball

- 2x Unstable Ghoul: They were often backfiring

- Baron: Testing out since I din't always see much value from him after playing some more.

+ Counter Spell to protect from AOE

Leper Gnome: Great one drop and good rattle effect, especially when you have Baron Rivendare out.

Undertaker: Great synergy with the deck and It is often a 3/4 or better. I have had games where two of these out early have basically won the game on their own.

Loot Hoarder: a bit of card draw and good deck synergy. I thought about replacing one with Bloodmage Thalnos but I prefer having the two damage early game and this deck doesn't have many damaging spells anyway.

Mad Scientist: Obviously great card. Good synergy with Undertaker and gets those 3 cost secrets out for free.

Duplicate: Really awesome secret. How much value you get out can vary,but usually its good since more inexperienced players tend to want to get rid of your biggest threat first. Getting two Leeroys out of this can win you games.

Spellbender: The second secret in the set. Can really mess up a players entire planning and is hard to play around since they either have to waste a spell to draw the secret out, or they end up targeting a 1/3 with their removal. Even better is when you end up with a 5/7 thanks to a Blessing of Kings. :)

Harvest Golem: Great value and has Deathrattle.

Polymorph: Part of your safety net (the second part being the two Flamestrikes). This is the single target part of your safety net, made to deal with big threats.Try to keep it for late game since you usually have other ways to deal with early to mid-game threats.

Baron Rivendare: Obviously great synergy, and if nothing else it can draw out some of the opponents removal.

Cult Master: Some more needed card draw and since you kind of want your guys to die, it fits great into the deck.

Feugen and Stalagg: Even silenced they still pose somewhat of a threat. They can backfire if your opponent is also playing them, but in most cases it forces them to play around them.

Sludge Belcher: Great value. Has Deathrattle. Stops Zoo.

Cairne Bloodhoof: Great card and if you happen to have the Baron out when he dies, its just...well...gg.

Sylvanas Windrunner: Experienced players can play around this obviously. Try to play it when your opponent has at least 2 or 3 minions out so you still get something.

Flamestrike: If your opponent's board does get out of hand, there is always Flamestrike to the rescue.

Pyroblast: This deck usually has no trouble surviving until turn 10, which means your opponent effectively only has 20 life.

Feedback welcome! Thanks!