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Trojan Mage (No Minion)

  • Last updated Oct 13, 2020 (Scholomance Academy)
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Wild

  • 30 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Aggro Mage
  • Crafting Cost: 5180
  • Dust Needed: Loading Collection
  • Created: 10/13/2020 (Scholomance Academy)
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  • Total Deck Rating

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This is a standard deck built around recent No Minion Mage deck but emphasizes more control over board minions that mitigate damage we take while we effectively use our secrets and spells to both stay alive and deal the most damage to kill the enemy. 

Between control, aggro, and big spells it's a fairly balanced deck if played carefully and strategically... more so it's just fun. The main changes or cards to note in this deck are Conjuror's Calling along and Mirror Entity.

Evocation (1): Use later in game for more options and for mitigation of enemy minions or extra damage spells as needed

Font of Power (2): Minion generation and to use with Conjuror's Calling

Learn Draconic (2): Extra minion aggro surprise that also pairs well with Conjuror's Calling

Primordial Studies (2): Can sub out for Arcane Intellect or Incanter's flow, but I liked Primordial Studies as a lower cost spell that keeps with the theme of the minion generation heavy deck as with so many minions available now there seemed like less a need for lower cost spells or card generation.

Ancient Mysteries (2): Use in situations when you greatly need a Flame Ward, Mirror Entity or Ice Barrier Secret

Frostbolt (2): Very situational or versatile as you can use to slow enemy minion damage on you or to damage/freeze the opponent 

Flame Ward (2) Use this secret most effectively when you are able to finish off many low cost enemy minions or along with other spells to kill higher ones

Ice Barrier (2): We have two of these where we got rid of one Deep Freeze, as there are so many ways the game can turn against your favor it's just great to have 2 of these

Mirror Entity (2): Use carefully to get a copy of your enemies higher cost minions in conjunction with Conjuror's Calling to get two high cost minions

Conjuror's Calling (2): Use carefully to maximize your control of the board by doubling your high cost minions as well as destroy minions already damaged or that provide lifesteals or deathrattles

Fireball (2): Just damage your opponent, rarely use to damage a minion as we are trying to use our minions to do that primarily if we play this deck right

Apexis Blast (2): Deal 5 damage kill a minion or your enemy while also summoning a 5 cost minion, also synergizes with Conjuror's Calling

Blizzard (2): Often used alongside our minions to finish enemy minions off or give us that one last turn to play what we need to finish off the enemy before we die

Deep Freeze (1): Used to slow down minion damage taken as well as provide even more control of the board by providing  water elementals with freeze on damage

Power of Creation (2): Great with Conjuror's calling also

Puzzle Box of Yogg-Saron (1): This can often finish off or turn the tide of a game not going your way and hopefully you won't even need it.

Pyroblast (1): Do ten damage