Legend TempoWaker
- Last updated Apr 29, 2015 (Blackrock Launch)
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Wild
- 12 Minions
- 18 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 1620
- Dust Needed: Loading Collection
- Created: 4/26/2015 (Blackrock Launch)
- Sesalc
- Registered User
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- 2
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- 11
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Battle Tag:
N/A
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Region:
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Total Deck Rating
137
Overview
This is the deck I made based on tempo. It allows you to keep refilling the board as long as you have early board against your enemy. So far, it has an around 65% win rate in legend.
Proof: https://www.youtube.com/watch?v=6cF8jGoRMAU
Tutorial/Gameplay: https://www.youtube.com/watch?v=sqTeY2KtPfU
Mulligan
Always mulligan for a 1-2 drop minion, preferably a mad scientist or a mana wyrm. You can debate whether or not to keep the unstable portal based on the cards you have in hand already.
Depending on whether or not you have the coin, you may choose to keep the flamewaker because you are capable of dishing out 5 damage @ turn 4 if you have arcane missiles + coin, or perhaps more if you have the sorcerer's apprentice in play.
Matchups
As long as you have a 1 or 2 drop minion, you should be able to flood the board quite well and win against most matchups.
Mage
The issue will probably be freeze mage as they are capable of wiping your board; however, your double fireball and frostbolt should be able to pressure the freeze mage.
You should not struggle against the other form of tempo mage unless you aren't able to clear their board with your flamewaker.
As for mech mage, the matchup may be 50/50 depending on whether the mech mage gets an insane start with mechwarper and etc.
Warrior
You should be able to do well against control warrior as they require a lot of resources to get through your mirror entity. However, make sure you play around brawl every so often OR only commit most of your minions if you have echo. This will prevent the warrior from gaining too much value. Also, your counterspell is capable of preventing brawl.
You may have issues against grim patron warrior as your flamewaker actually helps against their deck. This means that you have to sustain your pressure against them through your taunts and early game pressure with mana wyrm and etc.
Rogue
You should be able to do well against oil rogue if you are able to sustain your early pressure. However, if they boardwipe you through bladefury, the game is pretty much over. Depending on the situation, you may want to frostbolt his face to prevent him clearing your board early. The key to winning this matchup is to win early and be able to do 20dmg by turn 6-7.
Shaman
I am uncertain about this matchup because there aren't as many shamans on ladder anymore. As long as you are able to sustain your board, and can bait out the lightning storm early, you can re-flood the board and slay their totems/minions easily.
However, you should do fine against mech shaman as long as you able to remove their board early through frostbolts, flamewaker, and arcane missiles. The 0/2taunts can also prevent their early aggression and cause them to run out of steam.
Hunter
You should be able to do well against face hunter because of your spells and 1 damage spells + flamewaker. Your 0/2 taunts can also prevent incoming damage. However, you should be aware of explosive traps as they can easily wipe your board.
You may not do as well against midrange hunter if you aren't able to gain tempo through mana wyrm and mad scientist; however, this is where polymorph comes in and can take out their first big threat (i.e., highmane).
Priest
Against control priest, you will want to sustain the board and play around holy nova if possible. You may want to go face in order to secure your win, as priest has a lot of boardwipe opportunities, such as lightbomb, holy nova, and soulpriest + circle.
Warlock
Against zoolock, you want to maintain pressure through your mana wyrm. As long as you are able to build a board, they aren't able to break through your taunts and be able to make favourable trades. However, beware when they play egg as you can proc it easily with flamewaker and arcane missiles.
Against handlock, you will want to go face as much as possible as they have good boardwipe opportunities. If you are able to make them go to 15hp, you are capable of bursting them with your spells (i.e., fireballs/frostbolts).
Against demonlock, you will want to maintain board presence and make favourable trades. You may want to sheep voidwalkers in order to maintain tempo.
Paladin
Against control paladin, you will want to sustain your board, similarly to previous cases. You may want to play around consecrate as it can wipe your board easily. You may want to play counterspell early in order to play more aggressively, which means that you should or may want to heavily mulligan for mad scientists. Your polymorph should be able to deal with heavy taunts (such as tirion).
Against ebola paladin (hobgoblin), you just require board presence as they don't have any board clears. Just ensure you take out the hobgoblin and you should be fine.
Against midrange paladin, you would want to be able to clear his board more effectively than he does yours. This means that you want mirror entity taunts up as soon as possible and be able to sustain your damage source (i.e., a snowballing mana wyrm behind taunts).
Druid
Against druids, you should be able to do well if you can maintain a strong board. It is okay to flood the board as druids will have issues clearing 2 health minions (they will have to hero power, which wastes 2 mana). You would want to burst druids as soon as possible as they have an overwhelming late game advantage through their taunts and combo.
Major Points
- Depending on the situation, you may want to go face in order to secure your win. However, it is okay to clear the board if you're against another tempo lineup.
- If you are capable of drawing echo while having a board, it is quite possible that you want to refill the board as you run out of the mirror entity taunts. This will allow your flamewaker to dish out damage as long as you have the 0/2 taunts up.
- You may want to make your opponent think you're a freeze mage through playing loot hoarder and arcane intellect in order to bait out some unnecessary aggression from them.
- When they play kezan mystic, it is alright as you have many small minions and can clear it off with flamewaker.
Cards to be aware of
Kezan Mystic
It is not the worst case scenario for them to steal your mirror entity secret in play because if you use echo, you are able to play the 0/2 taunt as the body.
Brawl
You should play around brawl or have a counterspell set up before you commit too much against brawl.
Explosive Trap
You may want to play around explosive trap by committing only weaker minions on board, such as loot hoarder or mad scientists, minions that you want gone.
Overall
You should aim for a turn 6-7 win, just like a mech mage; however, you can take it to the late game, but your chances of winning drops significantly if you run out of spells (such as fireballs and frostbolts). You will always want to snowball your flamewaker as it is capable of dishing a lot of damage if they are echo'ed and behind taunts.
You are also capable of refilling your hand if you have a board (with flamewaker) without losing aggression as you can still dish out damage to the enemy and enemy's board.
Feedback
Feel free to give me your thoughts,
Sesal
How do you feel about Arcane Explosion in this deck? Its another cheap spell that could be useful against early aggro and Muster for Battle.
Why don't you use Spellbender? It seems to me that it would be even better for this deck than Counterspell, as you don't run enough minions for AoE to be a significant threat and Spell Bender can give tempo of it's own against most early removal. If they target with Earthshock, Hunter's Mark, Execute, Hex etc you both protect Flamewaker and gain a minion. If not at least it isn't vulnerable to bait tactics using cheap spells. Spellbender is also another 0 cost minion for Echo trolling.
Also, what about Duplicate? Just one maybe, to copy Flamewaker some more. That way anything that can get past Spellbender(eg Brawl, which you mentioned) would give you 2 Flamewaker's for even more power, rather than a loss.
Lastly, I find it surprising that you don't use Antonidas. I know you don't want to make space for late game at the expense of early game pressure, but Antonidas can singlehandedly give your deck staying power on the basis of the same synergy you're focusing the rest of the game.
Yeah I completely forgot about that when I was writing the comment. Would be nice if it didn't trigger for tokens.
Even so, it's an interesting possiblity. It might actually be worth forgoing the tokens completely just to spam Flamewaker like there's no tomorrow.
Anyway, you're right in them being incompatible; go with one or the other.
Cool. Could even just go with 2 Spellbender, but having 3 different secrets might help keep them guessing. Not as likely to fool them twice.
Sorry, I meant 2 Spellbender instead of including Vaporize, which I agree is sucky; too easy to play around. You'd therefore have 2 Spellbender, which very rarely loses value, and 1 Mirror Entity for some nice potential minion copies. Both of them synergise with Echo and Mirror Entity will often work well with the pressure Flamewaker provides as playing a weak minon as bait becomes a lot less appealing when it's likely to get efficiently burned next turn.
I have to agreee with you on the basis Thalnos > Loot Hoarder. I don't think I'd bother with Loot Hoarder at all, though I guess it gives a weird sort of card advantage with Echo.
In regards to Flamecannon I have to disagree there. Mirror Entity gets more powerful as the game progresses; having two would be bad for mulligan and Mad Scientist as you would increase the likelihood of copying cheap minions. Flamecannon costing one less does make a difference and early removal suits tempo to a key. In fact I'd err for a second Flamecannon over the first Mirror Entity, as Scientist has a 50/50 chance of grabbing it and you are therefore forced into having it early.
Wow! I just want to say this deck is strong, fun and hilarious to play serious love this deck! Had a great time beating a face hunter and a rng - priest in this gameplay video and I hope you guys enjoy the games like I did :P ! The priest one at the end was one of the best games I ever played HAHA!!!
Can someone add me and coach me for some games? :) stuck in rank10 atm Jonte1234#2594
Been playing this deck pretty much non-stop the last two days, and a few basic strategies have helped me. Most of it's outlined above, but when it comes to mulligans ALWAYS keep Loot Hoarder, Mana Wyrm, Mad Scientist, and Sorcerer's Apprentice. You can drop Loot Hoarder and Mad Scientist aggressively, but should be a little more careful with Mana Wyrm and Sorcerer's Apprentice.
Another good rule of thumb is to never keep Flamewaker in your openings hand, unless you have the coin. If you have to coin keep him, if you don't, ditch him. I also won't keep multiple Flamewakers in my opening hand.
There are a few mulligan strategies I've employed when it comes to certain match-ups, too. Always keep Frostbolt to deal with weapons against Warriors, and usually against Hunters, too. Always keep Arcane Missiles against Hunters and Paladins to deal with hounds and recruits. Try to keep Polymorph against Warlock, if you suspect Handlock, and against Druid to deal with their big defenders.
The Mirror Image and Echo of Medivh combo will save you against aggro almost every time, and it's a pretty decent strategy to keep your Flamewaker safe if you feel like you need to take a gamble in order to edge out a win, or some extra tempo.
This deck requires a lot of math, if you ask me. I constantly find myself counting damage and trying to predict where my RNG pings will go in an effort to set up optimal turns. With that being said, always assume your Arcane Missiles and Flamewaker pings will go the wrong direction, because banking on a killing a creature with RNG and having it miss can cost you the game.
Board presence is the crux of your game. Most times, if you have the choice between dropping a Mirror Entity or another spell and you're even a little behind on the board, always choose the Mirror Entity, which is why I run two.
Laslty, try to avoid playing the deck too "combo-y." I've lost games thinking that if I stockpile spells in favor of drawing into a Flamewaker and having a huge turn, because for as much tempo as this deck generates, it can be hard to come back with if you're behind.
Hopefully, that helps!?
First game with this deck I faced a Hunter, and we battled for board control. I cast Unstable Portal with a Flamewaker on the board which kills his Huffer and puts a Mal'Ganis in my hand. I stabilize on ten life with Mul'Ganis hiding behind Mirror Images, and there's nothing he can do.
I immediately re-enter the queue, and face a Mech-Mage. Turn eight(-ish) I have two Flamewaker down, cast Echo of Medivh, which wipes his board. Next turn I play both Flamewaker, and the four of those followed by an Arcane Missiles and a Frostbolt is enough to burn him out.
Since those two games, I'm 5-1 with this deck losing only to a control warrior. This deck does insane things, and is surprisingly resilient, especially given the lack of Flamestrike. I love that I get to dust off the golden Arcane Missiles and Mirror Image because they haven't had this much value since Knife Juggler.
I only made one change, dropping the Counterspell for a second Mirror Entity because countering a spare part is the most frustrating, and the meta is crawling with mech decks. If anything, I'd run a Spellbender over the Counterspell, but I think two Mirror Entity is the better option.
Moving forward, I'll play around with dropping one Echo of Medivh, maybe for another secret. Dropping an Azure Drake for a Loatheb or a Bloodmage Thalnos feels like it has merit, and I'd love to find a way to squeeze Dragon's Breath into a list like this, given the capabilities it has to clear the board, and deal damage to the face in the same turn.
I think it's safe to say I'll be playing some variation of this deck for the rest of the season. I love everything about it.
Below in the comments the creator suggested dropping an echo for a teacher, which I have. thoughts?
What about antonidas in this deck to add more consistent late game?
great deck, only have x1 echo so I replaced the other one with kezan (so many mages/hunters on ladder, and I can potentially steal back my secrets) and x1 azure with another mirror entity.
I agree with the other commenter. Most of the games I've on without relying on the Flamewalker. If you play it like a combo deck you'll have a bad time.
Should I be greedy with flamewaker as it is a key card of this deck? Is it good to play it on turn 3 as a 2-4 body?
You can consider playing it on turn 3 as a 2/4 body; HOWEVER, it's not worth it because 3-mana for a 2/4 is not that strong. Since 3-mana cards usually have 3 health, youll have issues dealing with their 3-drop. Also, if they silence it, youll be screwed.
Also, being greedy with this deck is not recommended because your flamewaker ONLY gains value through spells. It can potentially dish out 5-6 extra damage in one turn. However, the choice is in your hands, if you have a terrible hand, maybe being greedy is the way to go.
As being greedy I meant keeping flamewaker in ur hand before u can get value from it. Or not playing it when it can be potentialy killed. I think this deck should not be considered as "tempo" just because such cards as arcane intellect and echo medivh don't provide tempo. And sometimes u should play slowly to have bigger combo turns later. That is the question. What if I don't get flamewaker in early game? Should I save spells even if it worth playing them?
Nice deck, but i have a few issues with it.
My main problem with it atm it fails to tempo more often then id like it to - for example if you don't draw in to Mad Scientists , but you do in to your secrets , which happens fairly often. Flamewaker + [card]Arcane Missiles[/card] sometimes fail to hit the single 1 health minion as well , which spells ocasional incosistency..
Was thinking about replacing the Flamecannon with either another Mirror Entity, or with a Duplicate...
Firstly, if it fails to hit a single 1 health minion, you can aim to win through hitting face and burst.
Secondly, you can consider replacing it; however, youll need early board control to ensure that Flamecannon does not is not required. Flamecannon ensures that you can take out almost any early aggression from the opponent.
Thirdly, if you are going to replace the Flamecannon, ensure that it's not with a Duplicate because that only ruins your tempo.
I tried playing agressively, but since the meta is so agressive overall - all decks have a lot of early board and\or removal, which leaves me with both empty hand and empty board. I usually play this kind of decks through board control , but the deck often fails in that due to issues i mentioned above and maybe even some others. I'm currently at 62% winrate, so its not bad at all, but something feels off.