KRUPS TGT Legend Tempo Mage
- Last updated Nov 2, 2015 (Warsong Nerf)
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Wild
- 16 Minions
- 14 Spells
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 6420
- Dust Needed: Loading Collection
- Created: 8/28/2015 (TGT Launch)
- KRUPSSTONE
- Registered User
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- 5
- 8
- 24
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Battle Tag:
KRUPS#1745
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Region:
US
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Total Deck Rating
1940
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To fully understand my angle when approaching this deck in the post-TGT environment it would be useful for you to reference my previous build of Tempo Mage, which can be found by clicking the link below:
KRUPS Top 200 Legend Tempo Mage July 2015
I was already Legend by the same the expansion came out, but I ran this deck up to 226 Legend from around 1500ish with an overall winrate of 66.7%.
Normally when doing a write-up I go over every single card and why we are running that card but since I have written about Tempo Mage so much lately I don't feel like it is necessary to explain why Mad Scientist is good, etc. However, we do have other things to discuss, those primarily being the improvements that The Grand Tournament has brought to Tempo Mage.
-THE NEW CARDS-
Arcane Blast
Effigy
Rhonin
Arcane Blast: I have been extremely surprised by this card. I wasn't even considering crafting it, but since I pulled two copies of it from the 96 packs I opened on the release day of The Grand Tournament I decided to try it out. It has pretty much proved itself to be strictly better than Arcane Missiles. The problem with Arcane Missiles is that it is random and that it can't target, Arcane Blast however, is not. The only drawback that Arcane Blast has is that it can't target your opponent, but you would rarely want to target your opponent anyway. The Spell Damage bonus is what puts this card over the top...being able to do 4 damage with this card when you have an Azure Drake in play is pretty wild.
Effigy: The best thing about this card is that it serves as a sort of second Mirror Entity without it actually being an Mirror Entity. Effigy serves a very similar role as Mirror Entity but you don't end up in situations where you can't pull a second secret out of your deck with Mad Scientist or play a second secret from your hand. Optimally you want to set up it to where you can have Effigy produce you a 4-drop minion or above, but a 2 or 3-drop minion works fine as well.
Rhonin: Man were people wrong about this card. The deathrattle on this guy is absolutely unreal, and I was previously running Ragnaros the Firelord as my 8-drop in Tempo Mage and after playing around 100 games with Rhonin I can say that I like Rhonin a whole lot better. At first glance he looks really slow but his Deathrattle is so powerful that you end up playing Tempo Mage a lot differently than you would if you didn't have him. With the includion of Rhonin all the sudden I found myself doing things like holding back Flamewaker until turn 10 so I could unload all the missiles generated by Rhonin with waker in play. This may sound really slow but the meta has slowed down considerably since the release The Grand Tournament. I've also found that my opponents are a little too eager to kill Rhonin, underestimating his uber power deathrattle. I'm sure that this will change with time as people will eventually play against him enough to understand that they need to try find ways to mitigate his ability The synergy with Archmage and Flamewaker is unreal and if you draw a Sorcerer's Apprentice late in the game being able to play all the missiles for free is pretty sick. This card just has value written all over it.
Changes I have made to the July version of my deck that have been dictated by the addition of new cards:
The biggest change to this deck is that I am back to running Archmage Antonidas after not including him since Blackrock Mountain came out. The reason why I am running Archmage again is because of his undeniable synergy with Rhonin, but since we are running Archmage we have to tailor the deck around him a bit to make sure that we are able to trigger his ability consistently. This is why I have removed Water Elemental from the deck and included Mechanical Yeti. While I really like Water Elemental and it is probably my favorite 4-drop in the game I feel like the Rhonin+Archmage synergy is worth altering the core of the deck.
Since we have included Mech Yeti in the deck this causes us to have to remove Counterspell because counterspell and yeti's deathrattle are about as anti-synergistic as it can get. The last thing you want to happen is to have you opponent trigger your Counterspell by using a spare part made by the yeti and then have them follow it up with a Force of Nature or some other high-powered spell.
The NEW Matchups:
Totem Shaman: Totem Shaman is a pretty slow deck which makes this matchup all about TEMPO TEMPO TEMPO. You really want to get a fast start against the totem shamans because if you go to the late game they can overwhelm you with all their totems and Thunder Bluff Valiant. You really want to hold back your Fireball in this match to kill Thunderbluff if you can. Flamestrike is super key in this matchup and if you can hold it back a turn or two to get more value out of it then you should. Be sure to try to draw out their Earthshock before you play your Rhonin if you can.
Secret Paladin:
This deck is pretty wild and also extremely fun to play. You have to be very careful in playing around their secrets and also have to keep in mind that when you play your secrets that it will buff their Secretkeeper. Redemption is the most powerful secret in their deck because it can resurrect their minions with Deathrattle, so when you are attacking you generally want to attack the weakest minion first which most likely to be a token. Flamewaker is key in this match as it helps control their little guys and if you have Flamewaker in your opening hand with The Coin then I advise keeping it. All of the damage spells in tempo mage really help with this matchup and give you a slight edge.
Dragon Priest:
This deck is very popular on NA ladder at the moment and rightfully so, it is extremely powerful and for the first time in a long time Priest is viable again so I feel like people have been eager to play it since it has been a class that has been neglected a lot over the past few months. Flamecannon is very clutch in this match and is an auto-keep. The same goes for Frostbolt because it helps you deal with their Northshire Cleric.
While people on NA ladder have been attempting to play pretty much anything that they can imagine I feel like the three decks listed above are the most consistent of the new decks introduced to the meta. If you have any questions feel free to stop by my twitch.tv and ask me questions. I stream almost everyday. If you follow me you will be notified of when I go online.
WWW.TWITCH.TV/KRUPSSTONE
Cheers,
KRUPS
What about +dalaran aspirant in the 4 spot in place of the mechanical yeti? it's pretty sticky, and potential for +spell damage is alluring.
Right now Im playing this with 2 Effigy because I didnt want to craft 2 Arcane Blast I really like how you can get it out of a scientist and possibly have it trigger on an unstable portal minion for huge value.
Not a bad deck. Went from 20 to 14 with it tonight. Running about a 70% win rate. I replaced the Arcane blasts x2 with another Mirror Image and another Mirror Entity. Seems to be better for tempo in my exp so far. Otherwise great deck, best past is most people play around me like i'm a freeze mage or mech tempo so its great to surprise them :)
I'm trying out this deck with Malygos instead of Dr. Boom
This deck improves the RNG that most Tempo Mages face.
The paladins are a very hard opponent with this deck. Almost lose every match against those aggro decks.
I agree. I've played this deck in the past, and started trying it again recently. Overall, my win rate is in the high 60%, specifically I'm 24-11, but the secret paladin matchup is terrible - I am 1-4 in that. In addition, Dragon Priest also seems hopeless, with 2 absolute blowout losses there as well. Deck is great, and has dont well for me in the past, but those matchups may make it not viable at the moment.
Here are my current stats for anyone who is interested: http://postimg.org/image/a64wkbee5/
If you sub in arcane missiles or mirror image your win rate verse paladin should increase.
Tried a more aggro mech mage deck and my overall winrates are higher. Also a better matchup against the paladins.
I've been beating Paladin consistently, Hunter is more of a problem for me.
Unfortunately against control warrior if he has all the removal options early in the game and keeps sniping your guys you are going to lose. You need to out tempo him and keep his arm or at zero and it should be an easy win.
handlock is hard for tempo since it does not run a bgh or sheep. It's the same as control warrior you need to keep your tempo high and try to get a good mirror entity off one of his Giants. Try to build up a board for turn 7 the n hopefully you can flame strike his board and go in for the kil. Another strategy is to keep his health at 15 the try to develop Antonidas and score a few fireball that you can use to finish hi off even if he taunts up.
Works fine against everything. Unfortunately not against <snip> paladins.
I'm 0-5 with this deck. Looks fun, but not for me.
ok ive completley built this deck allready had most the cards and since theres no heal cards in it and i only have one arcane blast i replaced the missing one with ice block or maybe even a couple illuminators would help it please help
This deck works and is pretty successful for me so far but I did sub out the arcane blasts for arcane missiles. I feel the missiles are stronger right now against the paladin cancer swarm. It works so nicely on turn 4 after the paladin musters to play missiles in conjunction with flamewalker, usually wipes them all out except for maybe one that might get avenge but it can be dealt with in a subsequent turn.
As long as you curve out nicely after a strong start with say a mana wyrm into mad scientist into spell etc you should have no problem out pacing your opponent and often by a large amount.
Currently 5-0 after giving this deck a try. Very good control and the combo's are endless.
Not good to blatantly advertise your own deck in someone else's thread.
Having trouble vs mid range hunter - their Freezing Trap's shut down the tempo and then their Savannah Highmane takes control. Do you think a silence for the savannah or a Kezan Mystic might work here?
I am having even more trouble vs secret paly - once they get Mysterious Challenger out it's all downhill from there.
Would two Unstable Ghoul instead of Mad Scientist be a bad idea? A taunt with aoe board damage might be better than getting a free secret. Everyone plays around Mirror Entity and I don't seem to get very good returns on Effigy, if I save it for higher cost minions I am either already too low on health or they remove the threat minion altogether. Just my experience, would like to know others' thoughts.
To Good :D
This deck is amazing. 75% win rate I'm guessing and carried me from rank 15 last night to rank 9 in about 2 hours. This deck takes a steamy dump on hunter (80%) and most other classes.
Then I hit the pally wall. I did have about 50% rate versus pally but today I'll track my stats closer. I won my last three games versus pally so I'm optimistic. The key to pally is to keep only cards in your hand that are two drops or less - do not keep Flamewaker unless you have coin and an amazing draw! The pally board will be flooded by the time you wait for your turn 5 FW combo. Also don't keep unstable portal or arcane intellect - both very tempting but way too slow.
Versus pally you want to keep mana wyrm - best card by far with three health body - mad scientist, arcane blast, frostbolt and sorcerer's apprentice. As a last resort keep flame cannon for the annoying secret keeper they've all added to their decks. Then keep the board clear and play around their secrets. Finally, as my last piece of advice - save your flame strike for as long as you can. Early in my session yesterday I flame strike on turn 7 only to find myself quickly overwhelmed again. Once I waited to 8 or 9 and let them really fill the board I was able to crush them easily after FS. Good luck!