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Teekk Mage Control with Ancient Watchers

  • Last updated Feb 20, 2014 (Beta Patch 4482)
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Wild

  • 23 Minions
  • 7 Spells
  • Deck Type: None
  • Deck Archetype: Unknown
  • Crafting Cost: 7680
  • Dust Needed: Loading Collection
  • Created: 2/21/2014 (Beta Patch 4482)
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  • Teeqx
  • Registered User
    • 3
    • 6
    • 21
  • Battle Tag:

    Teek#1928

  • Region:

    US

  • Total Deck Rating

    11

View 5 other Decks by Teeqx
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Mage

1.Mana Wyrm(1)

  • Chose this over argent squire because we have frostbolt & squire dies to earth shock instantly where as Mana Wyrm dosen't. Also we do not have buffs so squire isn't as good of a choice.

2.Frostbolt(2)

  • Nothing more to say then one of the best 2 drop removals in the game, if I could take 10 of these I would.

3 Ancient Watcher(2)

  • Basically mage does control extremely well, I have had great success with ancient watcher in control vs control and control vs aggro. Solid card paired with either an argus,owl or sunfury. If it isn't paired then it is a dead card but most of the time you will be able to pair it with one of these either way.

4.Bloodmage Thalnos(2)

  • Great legendary, can be replaced with kobold or novice being the best alternative. Gives you a card draw & extra spell power is always nice to remove some bigger threats later in the game. Most classes tend to make more use out of this card as the base damage on the spell cards are normally high anyway for mage.

5. Ironbeak Owl(2)

  • If you can pair this with watcher by turn 3 things are going to get real tough for your opponent. Also it is really nice to save 1 silence as people run Nat Pagle in almost every deck & handlock is being played every once in a while with the use of twilight drakes. Also just a great card if you are in the need to silence something.

6. Nat Pagle(2)

  • Nothing more to say then this card is ridiculous, if you coin it out on turn 1 against a druid they are going to take 5 years to remove it followed up with other creatures. Over all just a solid card & it normally draws you 1 or 2 cards before dieing. What is also great about this card is if you follow it up with another creature which makes them decide which creature to go for.

7.Sunfury Protector(2)

  • Great card gives minions taunt which is amazing against aggro especially if you pair it with something like ancient watcher to completely put the board in your favour. Normally ancient watcher can easily 2 for 1 sometimes even 3 for 1 with argus.

8. Acolyte of Pain(3)

  • I put only 1 in here because it's just amazing for Mage's as they can ping it for a card draw normally getting 2 cards out of it sometimes 3 depending how lucky you are, but the reason I put 1 is because I don't want to draw into too many of these. 1 is normally completely fine as you have Azure Drakes later into the game & Pagle to draw you some early cards as well.

9. Earthern Ring Farseer(3)

  • Hey this card is amazing for control, you can either heal yourself against aggro or heal up a creature against control. Example: Run water elemental into a yeti > farseer your water elemental then clean the yeti up next turn or that turn depending on the situation.

10. Harvest Golem(3)

  • Amazing card the reason this is so popular because it trades with 2 drops and leaves something over forcing them to either hero power next turn or leaving you with a 2/1. Other then that it is just great because 99 percent of the time you will always have something left on the board due to Harvest Golem.

11. Fireball(4)

  • Best spell damage removal card in the game! 6 Damage for only 4 mana WHAT! This deals with yeti , this deals with most 5 drops , this even deals with most 6 drops! This card is amazing & when you play this deck you normally want to use them in a controllish way then aggro instead of hitting the face you save it to remove minions. A big tip I learned from watching Trump is that if you have this in your starting hand and playing against control keep it to remove yeti on turn 4, I can't explain how many more games i've won by removing the pressure of yeti on turn 4. Overall an extremely solid card & if I could have more I would.

12. Polymorph(4)

  • This is what makes Mage Control so good. Similar to Hex but Hex is definitely better as it doesn't leave an extra damage on their side of the board which will normally help trade with a minion another thing is when you poly morph against a hunter it will leave a beast, be careful I've been destroyed by kill command and other beast buffs due to me not realizing it's a beast. Overall this is what makes Mage Control so good as it doesn't leave Death Rattles like Siphon Soul, Assassinate , Naturalize. Also the reason Tinkmaster is completely irrelevant in this deck.

13. Defender of Argus(4)

  • Great in every matchup!, Taunts are what keep you alive against aggro since you don't take survivability cards like Ice Barrier or Ice Block. Argus can help you trade with bigger minions just because of that 1 extra damage. Also be extremely careful which minions you taunt, " The Black Knight " is popular in most decks & I have seen it in some aggro decks on the ladder before as well. The whole reason Argus is in this deck is for the watchers! Use it with caution as The Black Knight can easily put the board in their favour.

14. Water Elemental(4)

  • Best 4 drop vanilla/common in the game, yes this beats yeti for sure, It freezes + has 6 health for only 4 mana! That is insane & 3 damage is normally all you need as the biggest part of playing 4 drops is the early game you missed. Overall this card is just amazing because of its insane health & freeze. If you are playing against a druid it's not as bad keeping this in your starting hand due to the mid game/slow play they have.

15. Azure Drake(5)

  • Amazing Card as you get a card draw + spell damage, everything a mage needs right! Amazing card lets you keep up in cards & not lose card advantage.

16. The Black Knight(6)

  • Amazing card especially in control vs control & the big use of Argus! Can easily put the board in your favour also this card is amazing vs Druid due to their super big taunts. Removing a Druid of the Claw , Ancient of War while having a minion on the board is just huge & will frustrate the opponent to figure out how they can come back into the game. This card is also reason why Tirion Fordring isn't as good. If you play against a paladin save this for Tirion.

17. Flamestrike(7)

  • Best AOE removal in the game that isn't combo reliant. Amazing vs aggro and can easily 3+ for 1. Even if you don't use this card people will play like you have it & not play as many minions due to them probably losing the game if they lose over 4-5 minions with 1 Flamestrike, If you want to take two of these remove the Owl.

18. Ragnaros The Firelord(8)

  • Best legendary in the game is there even explanation needed? If this dosen't get removed on the next turn it is played then things are going to get extremely rough.