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[Legend] Nightdust's Molten Mage Deck

  • Last updated Apr 20, 2015 (Blackrock Launch)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6960
  • Dust Needed: Loading Collection
  • Created: 3/20/2015 (Undertaker Nerf)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    22

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A Guide to Molten Mage

Had an idea and wanted to revive echo mage. This deck was built in mind for the current meta. When I get bored, I play this deck casually. It's fun just to watch your opponents helpless not being able to kill you at low hp while you bounce back every time to kill them.

Proof of Legend

 

1) Mulligans

If you draw Mad Scientist, keep it. They will think you are playing mechmage with mirror entities so they will waste turns putting down low mana creatures to try and bait it. This is good for you as you are taking less damage per turn and stalling for more mana crystals for your aoes/acolytes+ping/or stalling for them to have more targets out so you can mind control tech.

Against aggro, try to get Frostbolts/Arcane intellect/Acolytes of Pain.

Against everything else, try to mulligan for Arcane Intellect/Acolytes of Pain.

Always discard Ice block.

2) Strategy of this deck

Your kill condition are your giants. Don't throw them out mindlessly when you have low HP. Sometimes it's good to only put one out to bait removals or to see what they will do on their next turn.

The goal of this deck is stall as long as possible till you draw your giants. Try not to put down your giants until you can clone it at least once with an echo, or, if you are in dire situation.

You have to be able to assess when the situation is dire enough to use them, which is rare because there are so many ways to stall/survive till late game.

3) Combos:

If you have 1 Echo of Medivh/1 Giant:

It is fine to put down one giant and to clone it so you have a second one if you are falling behind or you think you need the giant.

If you are at ten mana and HAVE Sludge Belcher or Antique Healing bot, put down your creature first then giant then echo.

If you have 2 Echo of Medivh/1 Giant:

Put down one giant. Clone with Echo. Put down second giant. Clone with echo again so you have two in hand and still a third one somewhere in your deck.

Two Giants on Board + Alex:

If you have two giants on the board and your opponent can't kill them the next turn -- you can Alex and kill your opponent.

Giants + Freeze:

If they can't remove your giants, you can stall turns with freeze and finish them off the next turn.

Mad Scientist + Sheep:

Won a game like this. Needed to survive one more turn to out tempo the opponent then kill him. Since there are only iceblocks in your deck, you know that is what mad scientist will always draw. If you already have an ice block in play, save your mad scientist unless you have your second ice block in your hand as well.

Flamestrike/Blizzard/Freeze + Mind Control Tech

You can always Mind control tech first to see if you get anything good before AoEing. Or Freeze + Doomsayer if you don't get anything good.

3) Class Specific Tips

Face Hunters:

Good matchup for you. Save frostbolts for Huffer/Arcane Golems. Ping their 1 HP Creatures. You want to take some damage. Since you only have like 1-2 creatures out at a time, their Unleash the Hounds basically becomes useless. You can also clone sludges/antique if you need to, but try and wait till you get a molten giant down.

Priest:

Another free win for you. They're all about control. You don't really have anything useful for them to control early/mid game to use back against you to do damage. Their early/mid game damage is just enough to lower your HP down to molten giant levels and for you to clear their board with AoEs/Combos.

Wathch out for lightbombs, which can be baited after you clear their creatures then use cast giants and clone them. (Don't cast clones)

Not a free win if they are using Ysera or Ragnaros, which is not popular in the current meta.

Shamans:

You are a Shaman's worst fear. Aoe clears for their totems. Best class to fight against probably.

Paladin:

Another favourable matchup for you. They're about control. There isn't really anything for them to control. You have a lot of clears if they flood their board. Their weak creatures don't do enough damage early game to bring you down to a dangerous enough level where they can kill you with a single burst. Their only burst really comes from Tirion. (Unless they have a ragnaros)

Their only draws comes from that one lay on hand, so you will always be ahead of them in draws.

Druid:

Probably 60-70% in your favor. Iceblock basically ruins their wombo combo (treants + roar).

Handlock:

On your turn three, if you have an ice block, use it. They will be afraid to cast Twilight Drakes/Giants the next turn and and instead waste one of their low mana creates like owls/sunfury protectors.

If playing against a handlock, try to get them to waste both shadowflames before using giants. Or, put your giants down when you know they cannot cast a their own giant + shadowflame.

Rogue:

It's a game of math between you too. While he is calculating how much damage he has to spread between turns to get rid of your ice blocks and kill you, you are calculating how much damage you can take to use ur combo and heal up.

Mechmage:

I've had a 50/50 against this. It's a tossup depending on what they draw for their early game. Biggest threat is two early game cogmasters. That's too much damage. At this point, if they have 2-3 creatures down before turn 3, use your doomsayer. But do it before their turn 4/or coin into turn 4 -- so they can't fireball it.

You don't want to take more than 15 damage before turn 4 against a mechmage.

Warrior:

Sadly to say, if a warrior knows what you are playing, he will have a 90% winrate against you. If he using Ysera, it'll be a 100% win rate, but she's fallen out of flavor in the current meta.

Dr. Boom:

This deserved a category of its own. If they have other minions in play, this is perfect to mind control tech and blizzard. Then finish off by trading your MCT and your controlled creature into Dr. Boom or flame striking.

Them having Dr. Boom is good for you. Sometimes your opponent brings you to only 18-11 HP and you just need that extra bit of more damage done to you to cast your giants next turn. Freezing/Doomsayer or Blizzard lets this happen by detonating those bombs onto you.

4) Notes

Your opponents can't risk lowering your HP too much or your giants will come out. They can't put out too many creatures or they will be cleared or mind controlled. If they don't lower your HP, they have to get through several turns of ice blocks and heals.

Since some people think you're playing freeze mage, they mindlessly throw their BGHs out early game thinking they're useless.

Some people get tricked and think you are playing mech mage since that is the meta, especially if you use mad scientist on turn 2.

You can also use doomsayers without freeze late game to stall turns or bait silences/removals. If they don't remove it, their creatures are dead. Just make sure you have backup options if they manage to silence or kill it.

You can always clear their board. Wait ONE TURN. THEN use your giants so you can echo of medivh them if you are afraid they have a removal for it.

 

The Dream