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Elemental HP Mage

  • Last updated Jan 5, 2022 (Fractured in Alterac Valley)
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Wild

  • 17 Minions
  • 13 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Hero Power Mage
  • Crafting Cost: 4980
  • Dust Needed: Loading Collection
  • Created: 1/5/2022 (Fractured in Alterac Valley)
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  • Total Deck Rating

    8

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I've been climbing ladder quite successfully with this deck even at diamond MMR and I'm ASTONISHED I haven't seen more lists like it.

 

Win Conditions:

Confection Cyclone a turn before Grand Finale is your primary win condition.  *THE* high roll is going second: Confection Cyclone + both elementals from the battlecry on turn 4, then The Coin + Hot Streak + Grand Finale on turn 5.  This drops four 8/8s and leaves your opponent only 6 mana to remove them--not enough for Soul Mirror or Twisting Nether which are really the only single cards you might run into that clear that board.  Ideally your opponent will throw a bunch of damage or AOE at your turn 4 (or whatever your pre-finale turn happens to be) board leaving less removal to deal with the big stuff.  Battleground Battlemaster and Fireball help extend your reach because most decks can remove one or two 8/8s pretty reliably.


Mordresh Fire Eye Is a secondary win condition that is usually best when you don't actually draw the elementals combo, or after you opponent has cleared the Grand Finale board.

 

Mulligan:

If you get combo pieces , mulligan for more combo pieces.  I try to think of the first Confection Cyclone I draw as a combo piece that cannot be played until I have elementals to replace it.  The other elementals I don't consider to be part of the combo, but rather part of the early game strategy.

Always hold Wildfire. If  you get one pre-mulligan you can keep Reckless Apprentice too.  I have been tossing back Mordresh Fire Eye even when I get Wildfire in favor of early game stuff or combo pieces, but I suspect if you already have Wildfire he might be keepable too.

Against aggressive minion-heavy decks, you might want to keep one or two cheap elementals too.  Being able to contest early boards buys you a lot of the time you need to assemble the combo.

 

 

Early Game Strategy:

 

Don't die to minions. 

Early elementals help you contest the board, minions that draw spells are also helpful here.  If you get an early Wildfire, then your hero power can carry the early game remarkably well on it's own.  Devolving Missiles is great against deathrattles and decks that like to buff cheap minions and sometimes kinda just wins games on it's own.  I tried taking it out to make the tutor effect on Frostweave Dungeoneer and Starscryer more reliable, but it didn't feel like it was worth it (tried something similar with Fireball too, but I missed the extra reach too often).

 

 

 

Mid-Late Game:

 

You're looking to get the elemental combo off as soon as possible.  If things look like they might go past the first Grand Finale turn, you will probably want to get good value out of your hero power because you don't have much draw to replenish you hand.  Chipping away at your opponent's health does a  lot of work reducing the number of elementals you need to stick in order to win.  Throwing a Fireball into a minion is never the end of the world, and neither is throwing one face when you have nothing else to do.

 

 

 

Why is _______  in this deck?

Arcane Overflow is a great tempo play when you don't highroll your combo.  This card pretty much always feels good to play on low-medium health minions while waiting for the combo.

 

Rigged Faire Game is here for draw because Refreshing Spring Water doesn't have enough spells to be good, and Arcane Intellect isn't a secret.  Most people will make sub-optimal plays trying to play around Counterspell or Ice Barrier and that alone buys a significant amount of time for your combo to come online.  I have not had too much trouble triggering it even against aggressive decks because I can usually get enough minions down to create a turn where my opponent has to clear board and skip going face.  There is only one copy because I've never needed to do it twice.

 

Imprisoned Phoenix is here literally as a 2 mana elemental.  Sometimes it buffs a Fireball or Arcane Overflow and most people will respect the spell damage assuming you have more to follow it up with than you do, but for the most part it's for triggering Gyreworm or Grand Finale.

 

 

 

Tech swaps:

 

Rustrot Viper is the first card out for sure.  I personally find the Pally hero's weapon annoying, and this fixes that.  It used to do well against Runed Mithril Rod but I've seen less of that since it got nerfed, so I rather doubt this is still worth it for other players.This could be second Reckless Apprentice or second Gyreworm.

 

Gyreworm is harder to trigger than it might seem because you are often keeping an elemental or two for your combo.  I have one in here because it is a good tempo play and can still be triggered most of the time, but I had A LOT of trouble triggering a second one.  Maybe some more draw to make the other elementals more reliable is better here.

You might not need both Fireballs.  I really like having the extra face damage available, but both might not be necessary.

 

 

 

Edits for syntax/spelling.