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Return of Burn Mage

  • Last updated Oct 21, 2019 (Shaman Nerfs)
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Wild

  • 10 Minions
  • 20 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Burn Mage
  • Crafting Cost: 4800
  • Dust Needed: Loading Collection
  • Created: 10/9/2019 (Doom in the Tomb)
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  • Battle Tag:

    GamerPanda#11334

  • Region:

    US

  • Total Deck Rating

    761

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Flamewaker Burn Mage   

I used to play Tempo Mage when Aluneth and Explosive Runes were in standard.  With Flamewaker coming back it's a chance for burn mage to return.


Update 10/21: Been away from HS for a week or so- made a lot of change to this deck and have actually been seeing more success here.

-2 Witchwood Piper +2 Loot Hoarder  Yes, they could draw needed combo pieces but could also draw a double of one you already have in hand.  Wasn't really pulling weight when I just wanted more card draw and something to do on 2.

-1 Banana Buffoon +1 Emperor Thaurissan:  Banana Buffoon is a good idea in theory but clogs up your hand.  Ideally you don't really care about having a 6 health Waker because you want to crush them in 1 turn if you can, then finish off with burn.  The benefit you get from discounting your hand with Thaurissan is far better and worth the 6-mana cost.

-2 Ancient Mysteries, -3 Secrets (Ice Barrier, Flame Ward, Counterspell) and: Secret package wasn't doing enough to swing the game so I went for a more freeze game-plan with +2 Frost Nova  With the extra 3 slots I added back a 2nd Arcane Missiles (consistency + good against 1 health minion boards to throw away or to use with Flamewaker).  I also used the last 2 slots for 2X Fireball for finisher burn if waker doesn't do the job completely.

I should acknowledge feedback from member DirtyCasual, who based his theorycraft around a burn version by Rdu. 

I updated the mulligan guide and possible substitutions today. I will do a card breakdown like some of my other decks at 30+. :)


MULLIGAN GUIDE

General Priority: Flamewaker, Arcane Intellect, Loot Hoarder.  Without flamewaker, you can't do much. We also need draw that helps us and not the opponent.  You will draw into the rest of the combo pieces, they're not worth holding unless you know you will be able to go off early.

Against Control/Combo:  Keep any combo pieces, including Sorcerer's Apprentice and Mana Cyclone and you may be able to go off before they make their big plays.  Healing and high health boards are our enemy unless we OTK or get them low and burn.

Against Aggro: Ray of Frost, Frostbolt, maybe even Arcane Missiles to help take down a strong early board from the opponent.  Ray of Frost can be used against a Turn 1 Secretkeeper or Murloc Tidecaller to slow them down.  Don't be afraid to burn a Mirror Image or Ray to slow things down if you don't have a Frost Nova to buy an extra turn.


Bad Matchups (Priest, Hunter, DruidWarrior):  We struggle against Convincing Infiltrator, Sylvanas Windrunner deathrattles in Big Priest.  Try to get out Mirror Image before triggering them to avoid combo disruption.  Snipe and Pressure Plate can also be problematic. Druid can out-armor and heal past our ability in the late game with Hidden Oasis, Ferocious Howl, and Kun the Forgotten King.  Warrior similar issue with Armor but not as heal-bursty as Druid can be.  Use Thaurissan on combo pieces and get ready to go full APM mage to burst them down as far as possible! 

The rest of the classes can be even to good for us but usually involves us struggling to stay alive especially against Zoolock and Aggro Rogue but often in the clear after our flamewaker turn.


This deck plays pretty slow early until you collect all 4 combo pieces:

 

** Not sure why the apprentice picture isn't appearing (Sorcerer's Apprentice)

As early as Turn 4, you can Flamewaker > The Coin > Apprentice > Play as many 0 cost spells as you can > Evocation > Mana Cyclone > Play any remaining spells with leftover mana which should leave your opponent's board destroyed and a significant amount of face damage done.  2 Flamewakers on board deals massive damage if you can get it off.  Ideally you wait until you can maximum value out of your flamewakers and stall until you're ready to go off.  Without flamewaker, you are nothing, so use it wisely! Just not enough burn without this damage.

If they don't destroy your board right away it's probably GG next turn so long as you can cycle with Stargazer Luna, Arcane Intellect, or Research Project.  You can also discover these two draw cards off of Magic TrickAvoid playing Research Project unless you really need it to finish off an opponent or as a desperation move to find a combo piece during your Flamewaker turn.  

You can always store up Fireballs for final burst damage if your board gets wrecked after your flamewaker turn.

Please let me know if I've missed something or if you have a suggestion!


POTENTIAL SUBSTITUTIONS/CONSIDERATIONS - NEEDS UPDATE

2X Doomsayer for a clear board after Frost Nova

Could also consider Acolyte of Pain to increase draw.   Mountain Giant also an option since our hand is often very large.

Leave a like if you enjoy it- I will add a card breakdown/full guide like some of my other decks at 30+.  :)