Aggro/Tempo Spell Damage+
- Last updated Aug 25, 2020 (Scholomance Academy)
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Wild
- 17 Minions
- 13 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Tempo Mage
- Crafting Cost: 6040
- Dust Needed: Loading Collection
- Created: 8/26/2020 (Scholomance Academy)
- Bowserking
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- 4
- 5
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Total Deck Rating
8
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Reminds me of the old tempo mage deck with mana wyrms, sorcerer's apprentice and flamewakers. This adds a heavy spell damage package from Scholomance.
This went through several iterations until I hit a wall at high diamond and went back to 5. I didn't use a deck tracker, so I don't have an exact winrate, but in this final iteration I only lost 4 games from Diamond 5 to Legend.
Can you post some sort of guide? Have no idea how to play this deck but it looks fun as hell.
Here are some tips that really helped me out a lot:
Firstly, you want to take control of the board right away, especially if you can do it with spell damage based minions. If you can take the board first, your opponents will have a hell of a time removing the early pressure and trying to keep up, then you have your spells to back it up in both the sense of killing their board so you don't lose yours or if all is going well you can just sling everything face and go hyper aggro.
Intrepid initiates I added for more early pressure against enemies where you need to go FAST before they get insane, like druids, warriors and even sometimes libram pallys if they roll right. I always hard mulligan for them vs druid and warrior, for sure.
Astromancer Solarian is almost always a keep. Drawing Solarian Prime in time can sometimes just win otherwise unwinnable games, plus it is a low-cost spell damage minion.
Ras's played winrate in this deck is insane, but I find it tough to keep him in the mulligan (even with coin), since you want that early board pressure.
Don't be afraid to just play your minions! Things like Sorcerer's Apprentice and Firebrand are obviously insanely good if you have follow-up/combos, but it's okay to just play them on curve, too, if you don't have other options available or just don't absolutely NEED their effects to go off for a particular reason. The 3 damage a turn adds up fast, and they usually spend some resources dealing with them immediately instead of building a board of their own, even if they are also aggressive.
Lastly, always keep at least 1 missiles spell vs rogues. Arcane or devolving - doesn't matter. It makes a HUGE difference vs those 3/1 and 2/1 stealthed minions!
Hope this helps and you enjoy playing! :)
Dude, this deck is AWESOME. Thanks for posting it here. I have a 70% winrate on dumbster-legend.
I just made a few small defensive changes:
- 2x Intrepid Initiate + 2x Mirror Image
- 1x Bloodmage Thalnos + 1x Devolving Missiles
Whatever works best for you! I did have 2 devolving missiles in at one point, but it seemed difficult to always have a situation where it was needed/effective. Thalnos is definitely a card I've considered replacing at several points.
Glad you enjoy playing the deck! :)