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[S12 Legend] "Nightmare" 2.0 DEATHWING Mage w/o...

  • Last updated Mar 29, 2015 (Undertaker Nerf)
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Wild

  • 21 Minions
  • 9 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 9540
  • Dust Needed: Loading Collection
  • Created: 3/24/2015 (Undertaker Nerf)
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  • Battle Tag:

    Tostar#2329

  • Region:

    EU

  • Total Deck Rating

    33

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Greetings!

 

I’ll be going over the card choices following the mana curve here quickly.

As for the 1 drops we have four of them:

Mana Wyrm and Zombie Chow are basically evenly strong whereas Mana Wyrm requires you to have a spell following up whilst Zombie Chow has the drawback healing our opponent. Mana Wyrm seldom snowballs out of control and can win you games, but not so much as if there were Fireballs in the deck. Both minions are basically tempo drops, especially important against Mech Mages and Hunters.

At the 2 mana spot we only have:

Mad Scientists use is obvious: We want to fetch our Mirror Entitys with it. Unstable Portal can work as a  2 drop but should not be relied on as one. It can serve two purposes: Either it works as an on-curve-drop in the early turns or it draws you a big hitter which we can drop down later as a tempo play. Of course it can go blank, too.

For 3 mana there are:

The first two are tech choices that are especially useful in minion form rather than spells because mages have access to the great Echo of Medivh. The Shade of Naxxramas is just a solid 3 drop which can be played on curve. It’s obviously better in control matchups when it has time to grow.

4 mana:

  • Kezan Mystic: It’s there to steal back stolen secrets, to counter hunter’s traps and other mages.
  • 2x Piloted Shredder: Simply the best 4 drop right now.

5 mana:

  • Azure Drake: It serves as additional card draw. You already have two Arcane Intellects but they don’t develop a body. I chose this combination because Arcane Intellect combos with Mana Wyrm and is cheaper. It let’s us draw into our tech cards when needed later in the game.
  • Harrison Jones: Most important card against paladins. Those are a rather hard matchup anyway. Lets us stomp on control warriors even harder.
  • Loatheb: Super important against rogues and freeze mages – that’s basically it’s only purpose. It’s also a solid 5 drop. Figure out the timing on when to play it to counter AOE board clears.
  • 2x Sludge Belcher: Just great, no explanation needed.

6:

7:

8:

  • Ragnaros the Firelord: It’s the second BGH target with Dr. Boom. It’s easy to figure out when our opponent is out of removal and Rag has the most impact. Sometimes it wins you a match by pure chance. The additional threatening minion is really needed since there’re no Fireballs.

DEATHWING: Deathwing is great because:

  • When you are hoping to draw Flamestrike you are always behind and low on cards. Deathwing not only clears ALL of your opponents board (regardless of the health) but also develops the biggest body you can find in the game which is called Hearthstone.
  • It is the last and scariest threat in your deck. Don’t play it when you have ANY other viable play left.
  • We have two Piloted Shredders which leave a small body behind when Deathwing is played. The same goes for Mad Scientist which puts Mirror Entity into play.