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[LEGEND] S19 Tempo Mage

  • Last updated Feb 26, 2016 (Explorers)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 4860
  • Dust Needed: Loading Collection
  • Created: 10/23/2015 (Warsong Nerf)
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Hey guys, this is the deck I used to get to Legend from rank 3 with just 5 losses.  It's also been used by Kolento in his stream.  It's a pretty generic tempo mage list so I'm obviously not taking credit for creating it.   I have tried many tempo mage lists and found this one to be the most consistent.    If enough people give this some upvotes I will happily write a little guide about it. 

You can find me streaming here as well  twitch.tv/undeadmerlin

or follow me on Twitter

Proof of Legend

GUIDE

 As I stated before this is pretty generic tempo mage list, so instead of going over every single card I will start with the ones that you may not see in every list and the ones that you may have seen before that have been included.

Arcane Blast:  This is one of the most powerful cards in the deck in my opinion, can be used to remove pesky 3/2 minions like Knife Juggler, and for only 1 mana it pairs incredibly well with Flame Waker.

Duplicate:  This card is more of a preference than anything, it can easily be subbed for another Mirror EntityCounterspell. or Effigy.  This card I have found, if used properly can get you 2 more Flame Wakers, Shredders, or Azure Drakes which can usually lead you into gaining even more Tempo and winning the game.  Your opponent will also probably not expect it and play around Mirror Entity instead of playing a bigger minion, thus helping you gain tempo in that way.

Cards that haven't been included.

Rhonin:  I like Rhonin, but he has a tenancy to be too slow in this meta, and often times when you play him you're so far ahead or behind already it won't make the difference.

Flamestrike:  While there is definitely room for this card in the deck if you feel it's necessary, I often feel that tempo mage, if played correctly should be able to clear the board without needing this card.  Now obviously there are going to be times where you have a bad draw and your opponent draws great and it will seem like Flamestrike would've saved you.  This happens, move on, and queue up again.  Many times this card will get drawn early and just sit in your hand being a dead card, and that's just awful for a Tempo deck.

General Mulligan guide:

Without the Coin:  you will always want to have Mana Wyrm, Mad Scientist or some kind of 2 drop, like portal or Sorcerer's Apprentice, and a spell depending on the match up but most of the time you want Frostbolt.  Arcane Blast and Flamecannon are great also.  It is acceptable to keep Arcane Missiles against Paladin and Hunters in my opinion.

With the Coin:  You still generally want the same cards but it is okay to keep Flamewaker here if you have at least some of the other pieces to decent hand.  And against the aggro decks you would probably want to always keep him since he can basically win you the game on turn 3-4 as long as you have a decent start to go with him.

General play tips:

Don't blow your load of spells unless you have to.  It is better to hang on to them as long as you can until you have a Flamewaker.  Now this doesn't mean let your opponent run you over, you have to make a judgement call and  use them to make smart trades to try and keep board control. 

Depending on the match up and if you have a Flamewaker already, it is often better to hold the coin until you can use it in conjunction with the Flamewaker and another spell. 

Ending thoughts:

I am far far from a pro player, and I have never written up a guide before, and I will most likely add to this as I think of more things.  But feel free to post and questions below and I will continue to respond as quickly as I can.   Thanks a lot guys.

UDM