[Top 100 Legend] - S18 Pyromancer Tempo Mage
- Last updated Oct 1, 2015 (TGT Launch)
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Wild
- 20 Minions
- 10 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5520
- Dust Needed: Loading Collection
- Created: 9/27/2015 (TGT Launch)
- SirFunchalot
- Registered User
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- 16
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- 46
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Battle Tag:
N/A
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Region:
US
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Total Deck Rating
964
Proof of Legend:
This is a Tempo Mage list that is highly adapted to the current meta which consists of large amounts of paladin's and warriors. Normally Tempo mage can beat the warrior lists through a strong curve and consistent mid game pressure with burst damage to finish them off with both matchups against Patron and Control being about a 55-60% winrate this deck doesn't aim to tech heavily to beat warrior but by playing the full 4 copies of Water Elemental and Piloted Shredder the warrior matchup is slightly easier than it otherwise would be in a more stock Tempo Mage list.
The main reason to use this Tempo Mage list is of course because of its incredible paladin matchup. Normally Midrange Secret Paladin is actually favored against Tempo Mage because of how hard the deck crutches on Flamewaker to take control of the board. The inclusion of two copies of Wild Pyromancer and the singleton Arcane Explosion allow us to completely dumpster paladins by easily mopping up their boards while still developing at the same time. The inclusion of these cards does come at the cost of Unstable Portal and one mana spells but those cards were inconsistent or low impact a lot of the time where as with the Wild Pyromancer's you can always use cheeky combos to clear boards (similarly to the types of things control priest can do but with higher damage output).
If you're looking for a way to climb ladder while completely destroying the most common deck you'll face I highly suggest giving this deck a try!
If this post gets enough attention I'll write up a mulligan and strategy guide for the deck against common matchups.
Anti-synergy? What are you talking about? Out of the 10 spells in the deck the only one that doesn't pair well with Wild Pyromancer is Mirror Image, where as the other 9 and the spare parts from Toshley all work just fine with him. I don't know about you but in a metagame so heavily dominated by hunters and paladins I feel that having multiple ways to efficiently clear boards of tokens while still developing your own minions is actually fairly important, but hey if you want to wait till turn 7 to clear a Muster for Battle with your Flamestrike then be my guest.
If you're looking for proof that the deck was performing consistently well at high legend you're more than welcome to join the r/competitivehs teamspeak server ( server: 63.251.20.99:23700 (no password)) and speak to myself and others who can vouch for the decks success.
sir will you make some change of your grinder mage deck after TGT's update?
Sweet deck man, this is actually really interesting. I'm having a lot of success with this on ladder except I cut Loatheb for Saraad (honestly Saraad imo is like a 5 mana Ysera. It's a huge threat that demands an answer the turn after it's played, and if it lives too long it straight up wins games. Much better than Loatheb in most cases)
Do you ever keep Wild Pyro in your opening hand? Would you play it on 2 against a Paladin with an empty board threatening to clear his muster, or do you ALWAYS save it for comboing with something else?
Saraad is a card I haven't tested extensively in this particular list but I have played him in other tempo mage variants and I was never too impressed. It's an incredibly high variance card that can win you games and then there's other times where it's just a 7 mana Chillwind Yeti that pings for 1.
As for the mulligan strategy with Wild Pyromancer I do usually keep it in my opening hand because it's simply a 2 drop minion that you can put down and apply pressure with, but against paladins I will try and play around having it removed and try to save it for a board clear combo to deal with tokens as if you fail to remove their 1/1's they can snowball the game and win. Of course sometimes the paladin gets a slower start and doesnt develop a secret or a minion on turn 1 or 2 in which case it is absolutely fine to develop pyromancer on curve to threaten a clear against their muster.
I don't think you need to necessarily get value out of Saraad in order to get value. In my experience the opponent prioritizes removing Saraad from the board, messing up their turn. I usually play Saraad on turn 5 anyway, forcing the enemy to remove it on 6. Which is the challenger/Thaurissan/Highmane turn.
Thanks for the help though, this deck is really neat and deserves more attention. If you write up a general mulligan strategy or a brief guide or something it'll help a lot.
hi man ! really apreciated your briliant idea ! +1 crushing secret paladins ;P nice deck
So glad to hear you're enjoying the deck! It really does incredibly well on ladder right now.
did only 1 change swaped 1 water for 1 flame cannon .. and keep climbing !
That's definitely a reasonable change. I personally like having the water elementals as they dramatically improve the Hunter and Warrior matchups but if you're facing a lot of Druid then Flamecannon is obviously a card you want to be playing.
Nexus-Champion Saraad, Sludge Belcher, Sylvanas Windrunner, 2nd Mirror Images / Arcane Explosion, Counterspell / Effigy.
Any one of those is a fine replacement. I like toshley though because he trades really efficiently in the mid game and provides you extra utility with Flamewaker and Archmage Antonidas (using Finnicky Cloackfield on Antonidas usually just outright wins you the game)