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Overvalue Big Mage (rank10 to rank3)

  • Last updated Mar 20, 2019 (Level Up Nerf)
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Wild

  • 19 Minions
  • 10 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Big Spells Mage
  • Crafting Cost: 14360
  • Dust Needed: Loading Collection
  • Created: 3/12/2019 (Level Up Nerf)
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  • Battle Tag:

    ragedarky#2114

  • Region:

    EU

  • Total Deck Rating

    46

View 2 other Decks by RAGEdarky
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OLet me introduce myself: I'm an eSports veteran player and manager from St.-Petersburg, Russia. Mostly focusing on Hearthstone (playing since day one after release) and playing in online cups and local LANs on a regular basis however I never triharded in ranked too much.

I have posted my Dragon Priest about a year ago and it enjoyed a lot of success at Hearthpwn. Finally I managed to create a new ladder deck which is again both strong for climbing in meta ladder and fun to play. Give it a try if you like control-oriented decks with massive value and can afford to spend some extra dust (in case you are missing some cards), I guarantee that you will be surprised how good this deck performs!

General game-plan:

Personally I don't like Odd mage decks because I'm finding them not reliable enough. At the same time, old Big Spell mage seems to be lacking both tempo and powerful late-game to be good in the current meta. So I was looking for ways to make a good use of all Mage cards to build a control-oriented deck which will rely not only on Jan'alai, the Dragonhawk and Frost Lich Jaina in a long run, but also on such massive late-game impact cards as Astromancer, Dragoncaller Alanna and mostly Hex Lord Malacrass who can give you huge extra value.

With an addition of Hex Lord Malacrass your starting hand mulligan becomes even more important than usually, because you will be getting these cards on a later stages of the game, which is mostly important in control matchups, but is also applicable against other deck types. Extra copy of Astromancer, Jan'alai, the Dragonhawk, Dragoncaller Alanna, Zola the Gorgon, Arcane Artificer or a spell can have a devastating and surprising effect on your opponent. Pyros which is rarely played nowadays shines in this deck as well because it's an Elemental and an extra card returning to your hand in case you want Astromancer to summon +1 mana minion. Basically, the whole deck game-plan is working around full-clearing opponent's board, stacking extra armor and gathering a massive hand value to either overtake the board later and destroy your opponent's face or just let him die of fatigue.

Core minions:

Arcane Artificer - your protection against aggro and OTK decks.

Daring Fire-Eater - faster "DIE INSECT", good for 3/6 Elementals.

Pyros - early-game body, late-game extra +1 card in hand and Elemental for healing.

Pyromaniac - good body and your draw.

Stonehill Defender - super-flexible card, protection against aggro.

Jan'alai, the Dragonhawk - "DIE INSECT" feat. Zola the Gorgon.

Astromancer - summoning big guys, always try to make them 8 mana if possible.

Hex Lord Malacrass - infinite power and fun!

Dragoncaller Alanna - a very strong late-game card, insta-win if played twice.

Frost Lich Jaina - a winning move in most cases.

Possible subs:

One copy of Voodoo Doll for Gluttonous Ooze - if you're facing way too many Hunters and Paladins.

Pyros for one copy of extra draw card - only if you're feeling you're not getting right cards on time all the time.

One copy of Flamestrike for an extra value minion such as Zilliax or similiar one - if you're not playing abgainst aggro too often.

I'm not recommending to add such typical control cards as Doomsayer, Meteorologist, The Lich King, Sindragosa into this build as they won't fit well and won't provide enough value.

Vote up for this deck and I'll post a detailed mulligan, tech cards list and matchups which will help you to master this deck. Currently on my way to legend!