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"Inspire/Frost" Mage, 4 Videos in my YouTube!

  • Last updated Aug 17, 2018 (Boomsday)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Freeze Mage
  • Crafting Cost: 7700
  • Dust Needed: Loading Collection
  • Created: 8/13/2018 (Boomsday)
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  • Exosta
  • Registered User
    • 9
    • 47
    • 63
  • Battle Tag:

    Morgoth#2626

  • Region:

    EU

  • Total Deck Rating

    95

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Welcome! I'm Morgoth, leader of the Exosta Wild Club, a community of Legend Wild Players in EU (we are more then 160 members right now, if you want to apply feel free to PM me). Today I give to you my Even "Inspire/Frost" Mage deck. If you are an old timer, you will remember that in TGT expansion there was a lot of hype about the "Inspire" mechanic, but only few cards that interacted with the hero power saw play. With the Witchwood expansion things have changed, and having access to a 1 mana hero power is insane for many classes, most notably Shaman, Warlock and... Mage! You will discover why in my guide below!

Gameplay - Legend YouTube Videos

More videos in my channel!!! 

ExostaTV YouTube Channel

Gameplay - Introduction

The gamestyle of the deck is really flexible. You can play most of the time like a Tempo Mage, always trying to get the most valuable trades and push for face damage when you can, or you can play more like a control deck, trying to build your best combos in the late game.

The main focus of the deck is to create insane combos with your discounted hero power. You can use your hero power multiple times thank to Garrison Commander in the early game and Coldarra Drake in the late game. This, combined with Fallen Hero, will result in superior board control or massive face damage. With Ice Walker we can also freeze the target of our hero power, gaining tempo while controlling the board.

Gameplay - Defensive Tools

To unleash the true power of the deck you need to defend your key minions, and we are doing this by freezing the enemies through hero power or well-stated minions such as Snowchugger or Water ElementalSaronite Chain Gang is an other good addition for this purpose.

The ultimate defensive combo though is Snowchugger combined with Missile Launcher thank to the new magnetic mechanic introduced in the Boomsday Project. With the combined ability of the two cards you can freeze the entire board, enemy hero included. Against aggro decks this is our win condition most of the time, because they are not luckely to have any removal for a 6/7 Snowchugger. Control decks will easely deal with it, but still you gained nice tempo to win the game the following turn with burst damage. 

Gameplay - Win Conditions

Against Aggro/Midrange you are going to control the board using your hero power, combined with all the minions that buff it. Your win-condition is to play SnowchuggerMissile Launcher combo, at turn 8. Afterwards you are simply going face with the Snowchugger and play your Coldarra Drake for some insane shenanigans!

Against Control/Combo you must play as the aggressor, since your late game combos will be denied by some removals. You will play as a tempo mage, trying to deal the most damage you can to the enemy hero and finishing him with your burst spells.

Match-up and Mulligan Guide

Even Shaman: Slightly favourable match up. You are going to control the board in the early stages of the game and keep freezing the biggest threats shaman can play, such as Sea Giant or Flamewreathed Faceless. You want to mulligan for all of your 2 mana drops. Snowchugger is really good early on against Jade Claws. A big threat is Devolve, because it can hit your Snowchugger + Missile Launcher combo. This is pretty rare though, because Shaman will probably use it in the early game against the hero power interacting cards or against a buffed Boneguard Lieutenant.

Odd Rogue: Very favourable. This deck farms Odd rogue! Your freezing cards are really scary for them. Also your discounted hero power is perfect to deal with their little pirates such as Buccaneer, Southsea Deckhand, Swashburgler or Patches the Pirate. Mulligan for SnowchuggerIce WalkerGarrison Commander and Frostbolt. This spell will be necessary to deal with Hench-Clan Thug or Southsea Captain. If you play well and your draws are not bad you will easely control the board and the rogue will run out of steam.

Togwaggle/Combo Druid: Unfavourable. Your goal is to be as aggressive as possible. Keep in the mulligan your 2 mana cost minions. If the Druid does not armour up too much you have a chance. Try to play around Spreading Plague. Big minions like magnetized Snowchugger or Coldarra Drake will usually get removed instantly. If you find many Druids you could tech in 2 Dirty Rat or a complete Mech Package (more details below) for greater aggression power.

Renolock: Slightly unfavourable. Your goal is to be as aggressive as possible. Keep in the mulligan your 2 mana cost minions. Try to play around Defile and Hellfire. Your plain is to deal enough damage to the enemy hero allowing to finish him with your burst damage. 

Kingsbane RogueVery favourable. Kingsbane Rogue is a very good match up for us, since we deny its win condition by freezing the enemy hero constantly. You will win by being aggressive. If you know your opponent is a Kingsbane Rogue, keep in the mulligan all your freezing minions such as Ice Walker, Snowchugger, Water Elemental. Don't play Aluneth, since Kingsbane Rogue will let you draw with the Coldlight Oracle.

Secret MageEven. You will compete with them for the board control. Try to play around all of their secret by playing first the minion you care less about. The first player to draw Aluneth is more luckely to win the game.

Big PriestEven. If the Priest doesn't highroll with Barnes you have a chance. Try to be as aggressive as possible in the early game and freeze all the big minions Priest will summon. 

Detailed Card Explanation - Hero Power Interacting Cards

Genn Greymane: We are playing an even deck, discounting the hero power to 1 mana, for insane flexibility. The discounted price also allows special combo with all of the following cards.

Boneguard Lieutenant: When you combine it with your hero power, this minion can trade really well with other 2 drops and can scale health really fast. It is an important removal magnet to protect our most important minions. This minion saw 

Fallen Hero: Adding +1 damage to your discounted hero power is insane. You can use this card to clear minions early on, or you can use it as a finisher together with Coldarra Drake

Garrison Commander: Using your hero power twice can be really powerful to clear small minions or to freeze 2 of them in combination with Ice Walker. This is a good way to recover the tempo of the game.

Ice Walker: Freezing minions for 1 mana is great to achieve more tempo in combination with Garrison Commander and Coldarra Drake

Tournament Medic: This is a simple way to heal while using your hero power. Stats are pretty poor, but in combination with Garrison Commander and Coldarra Drake you can heal for quite a bit, especially if the opponent starts ignoring this minion.

Coldarra Drake: This minion is one of our win condictions. When you play it you can only ping four times (with 10 mana), which is not that great. If this dragon survives for the next turn though, you can hit the opponent face for massive damage, especially if combined with Fallen Hero.

Frost Giant: While this minion can be bad to draw in the early game, it can provide later on insane amount of tempo buy the discount it gets when using your hero power. If you feel that it is not necessary you can cut it for more defensive tools.

 

Detailed Card Explanation - More Defensive Minions

Snowchugger: Very useful against weapon based classes. Also the opponent will think that you are a mech mage, leading to worse planning.

Saronite Chain Gang: Not much to say here, this is a solid card.

Water Elemental: Same role of Snowchagger. If you don't face weapon classes you can change it for other 4 mana minions or removals.

Missile Launcher: This card by itself is not crazy but you can magnetize it with Snowchugger allowing you to freeze the entire board and the enemy hero. If the opponent can't destroy the mech he will get perma-frozen. This is quite common against aggro, but really rare against control, which have a lot of single target removal. 

 

Card Explanation - Spells and Aluneth

Frostbolt and Fireball: You can use these spells as removals or face damage. You can have really high burst damage (up to 15 damage at 10 mana) that can work as good win condition in many match ups, if you played aggressive in the early game.

Blizzard: Really good board clear and tempo gainer for a final push to lethal. I included only 1 card in my deck, but you can use 2 if you are matched against many token decks.

Primordial Glyph and Shifting Scroll: Really flexible cards to surprise your opponent and gain some of those very good odd cards we cannot include in the deck, such as secrets, more removal/burst damage spells.

Aluneth: Aluneth has always been a mandatory card in any Tempo Mage since its release in KnC. This deck is not as fast as a Tempo Mage, and you will mill some of your cards, because you are not going to use more then 3 cards per turn. Against aggro decks this is a win-more card, because you can't afford the tempo-loss if you are behind. If you managed to defend well enough in the early game this card will grant you the victory. Against control/combo decks you will use this card to increase the pressure on the board and draw our usefulburst damage spells.

 

Tech Choices - Mech Package

If you face a lot of Control/Combo oriented decks, you need to win the game early on with a much more aggressive playstyle. You can achieve this by teching in some good mechs. This is an aggro mech list: 

Even Mech Mage
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Minion (23) Ability (6) Weapon (1)
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. Adding Dirty Rat against Druid could be a good idea if you face a lot of them.