+87
Favorite this Deck

[Legend] Secretless Tempo TGT

  • Last updated Jan 21, 2016 (Explorers)
  • Edit
  • |

Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 6180
  • Dust Needed: Loading Collection
  • Created: 9/25/2015 (TGT Launch)
View Similar Decks View in Deck Builder
  • Battle Tag:

    N/A

  • Region:

    N/A

  • Total Deck Rating

    723

View 11 other Decks by user-11127879
BBCode:
Export to

Hi all,

I'm and all time CCG player (since 1998) and one year and a half ago it happened that I started with HS. I' getting to legend regularly but this time I wanted to share my list, even though the whole skeleton is nothing very new, but it's been very successful (it is quite well adapted for the EU meta) for me and haven't seen many secretless tempo mage versions that use some underused TGT cards (like fallen hero).

Proof

If you like the list please vote it and I'll write a brief guide if there is interest!

As promised, here you have a guide for the deck:

Introduction & Concept:

The deck is a tempo deck at its core. For those unfamiliar with tempo term it was originated in the Magic: the Gathering (MtG) competitive scene several years ago (you can find the origins of the word in articles like Tempo and Card advantage or Controlling Tempo from Eric Taylor, 1999). The term has evolved a bit over time, but we can think of it as:

Tempo: the pace at which a player plays the threats.

It is very related to the timing or pace of the game. This is why, for instance, Mana Wyrm is a tempo minion on its own because most other minions of the same cost are not as big threat as the Mana Wyrm is. Thus, a deck is called a Tempo deck whenever its particular card configuration is designed to be able to control the tempo of the game better than other decks configuring the metagame. And this is the case of this incarnation of Tempo Mage (and most of the, however I have to say that I think that the Tempo term has been a little bit misused in the hearthstone context in some cases).

Moreover, you have to remember that tempo is not only the card configuration, the way you play the cards is what is going to provide you the tempo or take it away from you.

Card Choices (a.k.a. but how does this deck control the tempo of the game?)

-Mana Wyrm: already discussed above, this little minion, in this particular deck, can create rapidly a snowball effect by hitting harder and harder while you use your cheap removal to clean its way.-

-Arcane Blast, Arcane Missiles, Flame cannon, Frostbolt: this is the cheap removal that, more often than not, trades for a more expensive card, e.g. it is quite usual to kill a cost 2 minion with arcane blast. But tempo is not only about trading but also being able to close the game before your opponent does, in this case you have spells like Frostbolt that can help you with the final burst or Arcane Missiles in an empty board, or in combination with Flamewaker.

-Mirror Image: if what we want is to control the pace of the game, this cards is just the perfect fit. You will be able to do favorable trades or even kill your opponent while he/she is trying to get rid of this 1 cost spell.

-Unstable Portal: this is not exactly a tempo card because you are spending 2 manas for a delayed effect, however this tempo loss is easily recovered when you play its minion at cheap cost (note that this is not true if the minion costs 2 or less, in particular 2 cost minions are Tempo-neutral and 1 or 0 cost minions are Tempo loss). But the possibility of being neutral or become a Tempo loss is easily mitigated with the whole synergy with the rest of the deck.

-Sorceress Apprentice: another minion that generates some tempo, sometimes none (if she dies before playing any spell), sometimes a lot (in the late game if you can have a big spell turn with her, e.g. if Antonidas landed the turn before). On top of this she can trade with heavier minions, which also becomes a tempo gain.

-Fallen Hero: this little man is not precisely a massive tempo generator (despite some tempo is gained due to its ability) but a source of card advantage. If you play it at turn 4 you can easily remove a threat from table and if he stays there, board control will be much easier for you.

-Arcane intellect: main source of card advantage of the deck. Sacrifice tempo for "fuel".

-Polymorph Boar: this card is very versatile. It can clean your way to victory by removing a taunt or be used as a 3 cost 4 damage to the face for the final burst. It's interesting the amazing synergy with Fallen hero. In terms of tempo it can often generate tempo by trading this + a minor spell (or 2 mana if you have Fallen Hero on table) for any big minion your opponents play, it normally results in 5 mana against 6 or more mana spent by your opponent.

-Flamewaker: a core card to the deck. Incredible synergy with the 16 spells in the deck and the Sorceress Apprentice. It can be used as a finisher if played after Rhonin died. On top of this, a massive tempo generator as it can easily clean the board while you are dealing damage to your opponent.

-Spellslinger: some people may debate this card as he is neither card advantage nor tempo generator. However it has an important role in the deck: increases the spell density, has great stats-cost relation against aggressive opponents and the 4 body resists some very common removal, e.g. Fiery War Axe, Frostbolt, Wrath, ... I think it deserves a spot as a 1-of but I wouldn't play the second.

-Fireball: I don't think this card needs too much explanation. Great burst, if used as removal is often cheap and it is a spell (with all its implications).

-Azure Drake: more card advantage engine. You sacrifice a little bit of tempo to restore your hand. It also has interesting synergy with Arcane Blast.

-Antonidas , Rhonin: the dynamic duo. That are your main weapons during the end game. Standing alone each one of these minions is an engine for Tempo and card generation. What they can do together is just outstanding. Note that the synergy of Rhonin with Flamewaker is also tier 1.

-Dr. Boom: cheap effect for devastating cost. This minions trades amazingly well and, if unanswered, he is a real threat to your opponent.

In addition to all I just mentioned, the incredibly low curve of the deck is one of the main reasons why it controls the Tempo of the game so well as you can normally develop your game a lot faster than most of your opponents.

Mach-ups:

Favorable: Face Hunter, Combo Druid, X-mas Paladin (a.k.a. Secrets)

Neutral: Patron Warrior (it depends on how early they can land 4+ Patrons on table), Control Warrior (depends on how much early game control cards he draws, e.g. weapons, the small minions are not a real problem)

Unfavorable: Priest Dragons, Handlock

Not enough data points: Totems (Midrange) Shaman (even though it looks favorable), Warlock Zoo, Oil Rogue (won the 2 matches I did, but means nothing), the rest of the metagame.

Some standard mulligan suggestions:

I don't believe in this super detailed mulligan guides. Mulligan is one of the MOST COMPLICATED decisions in card games, and it is no different in Hearthstone. In MtG is commonly said that Mulligan is a rule to favor the good players. The reason for this is because Mulligan depends on too many factors (the rest of the cards in your hand, the class of the opponent, the rank of the ladder and the meta-knowledge that you have gathered about that, in-depth knowledge of your deck, if you have or not the coin, ... and the list can go on an on) but some general rules can be very handy when you are not an expert with the deck.

Against all opponents: keeping at least one minion of cost 1 or 2 is top priority.

Against aggro: on top of the minion is advisable to keep 1 cheap removal spell (see: card choices). And as a second priority Mirror Image is also Keepable

Against Control: this may vary from the control deck you face. However Spellslinger is a great keep against control decks when you have the coin or even Flamewaker (except against warrior, you want to play him whenever you have full control of the board to avoid hitting multiple Armorsmiths, Acolyte of Pain or Grim Patron, if the Warrior plays that variant). Keeping low cost (1 or 2 cost) minions is always good and if the rest of the hand is good enough you can even keep an Azure Drake. Also Against Warrior you will alway keep Mirror Image to counter the early axes.

Are there any subs?

Short answer: not really. However, you may try to add different cards to tech or adapt the deck if really feel you need it.

Spellslinger: for those haters of this guy, I personally do not love him but he is doing a good job so far, I would recommend to add Piloted Shredder (he fits in an empty slot of the curve and generates a little bit of tempo most of the times).

Loatheb: instead of an Azure Drake. Tempo loss generator for the opponent. Losing the Arcane Blast synergy but not that much as often you will use Arcane Blast for early board control.

Harrison Jones: can be in for an Azure Drake if you have lots of problems with Weapon classes (which I don't think you should have).

Ragnaros: is far from being close to Rhonin in this deck, but he can somehow substitute it for decent results.

Final remarks: try always to make the most of the synergies the deck provides. It is OK to play a turn two Sorceress Apprentice into an empty board without playing any spell, however if there i a minions preferable to play her together with the removal and use the turn two to hero power the opposing minion or opponent's face. More important than this is trying to avoid playing Flamewaker alone in turn 3, do this only is you know 100% he is going to survive or if there is no other better play and not playing him will cost you the game. Most of times is preferable to use hero power at turn 3 and play Flamewaker with a spell in turn 4. I stress this point because I've seen this happening lots of times costing the game to many people.

Feel free to provide feedback and suggestions to improve it if you think I missed any important point

Enjoy laddering!

You can check my other legend decks here: