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Flamewaker Mage

  • Last updated May 16, 2015 (Blackrock Launch)
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Wild

  • 13 Minions
  • 17 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 5560
  • Dust Needed: Loading Collection
  • Created: 5/15/2015 (Blackrock Launch)
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  • Battle Tag:

    Dabski#1555

  • Region:

    N/A

  • Total Deck Rating

    4

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This is my version of a Flamewaker Mage deck that I've played with some pretty good success on ladder. The deck is designed to control the board with the ability from Flamewaker via your low-cost spells. As you may notice, most of them are 2 or less mana and freeze or deal damage (or both). If the game stalls out late you can also combo your low cost spells with Archmage Antonidas for lethal combos.

Mulligan for Mana Wyrm, Mad Scientist, Sorcerer's Apprentice in most cases

Explanation of cards: 

Arcane Missiles: On it's own the card doesn't seem that great but if played with Mana WyrmFlamewaker or Archmage Antonidas can be a great low-cost combo for stopping a rush.

Ice Lance: Synergizes well with Mana WyrmFrostboltFlamewaker, Archmage Antonidas, and Frost Elemental. Plus this is a great tool for preventing lethal combos from Warriors and Rogues which have increased in popularity this season. 

Mirror Image: Great card for protecting your minion's with ability procs. Especially great when used after Mana Wyrm or Flamewaker.

Mana Wyrm: Really strong card when played early with Mirror Image. Most players will waste spells on it early for fear it may get out of control. Either option is good for you. 

Arcane Explosion Good card that helps stop an early game rush and help you control the board. Synergizes well with Mana Wyrm, Bloodmage Thalnos, Flamewaker, and Azure Drake

Flamecannon: Strong card for controlling the board and will proc Flamewaker

Frostbolt: Key card that is crucial for controlling the board and preventing lethals.

Unstable Portal: Great card that can win games for you with a lucky drop. Synergizes well with Mana WyrmFlamewaker, and Archmage Antonidas

Bloodmage Thalnos: Currently using this card for the spell damage synergy and card draw for low-cost.

Mad Scientist: Strong card, very useful for dealing with your opponent's early-game minions as well as a useful card draw. (Unless both traps are in your hand)

Sorcerer's Apprentice: Solid stats for a 2-drop and allows you to combo some of your spells with Flamewaker and Archmage Antonidas for free. 

Arcane Intellect: Felt like I needed more card draw with the majority of low-cost spells and also combos well with Mana Wyrm or Flamewaker

Counterspell: Clutch card that generally causes your opponents to make bad plays and sets you up for board control. 

Mirror Entity: I mainly have this card in here for board control. Synergizes well with Mad Scientist. Mana Wyrm, and  Flamewaker

Acolyte of Pain: Great card for draw, I often use my hero power on it for multiple draws. Also great card to have against warriors that are usually proc'ing the ability with Whirlwind, and Death's Bite

Flamewaker: The bread and butter of this deck. Be sure to think about how to play this card so that you can benefit from it's ability. Meaning don't just drop it on turn 3 with nothing to follow up on it with or protect it. 

Cone of Cold: Really useful for slowing down rush decks and controlling the board. Synergizes really well with your Ice Lance,Frostbolt, Flamewaker, and your hero power.

Fireball: Good to have for eliminating bog threats on the board or just going for face to set up lethal.

Polymorph: Great for controlling big threats on the board. Great combo with Flamewaker and Mana Wyrm as well. 

Azure Drake: Solid 5 drop and works very well with this deck. 

Loatheb: Strong legendary in the current meta at the moment. Will swing the pace of the game and help you gain board control. Synergizes really well in the later stages of the game if you can drop Mirror Entity behind it. 

Flamestrike: Really great against hunters and zoo locks and just clearing your opponent's board. 

Archmage Antonidas: Your lethal combo if you stall the game long enough. Most cases you win before you get to this point if you've played your cards to control the board. 

Dr. Boom: Too strong not to use in the current meta. If I ever see a reason not to have it in my deck I'll take it out.