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[S19 Legend] Ice block Tempo Mage

  • Last updated Oct 29, 2015 (Warsong Nerf)
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Wild

  • 16 Minions
  • 14 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5340
  • Dust Needed: Loading Collection
  • Created: 10/28/2015 (Warsong Nerf)
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  • Battle Tag:

    Mark23

  • Region:

    EU

  • Total Deck Rating

    23

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Proof:  http://imgur.com/WmUr96k


***GUIDE***

The main goal with this deck is to get early board control with card like mana wyrm, sorceress, spell slinger, etc while preventing ur opponent from developing a board with spells like arcane blast, frost bolt, flame cannon, etc and then just burst him down, ofc ull need a little bit of luck with this deck for cards like spellslinger, unstable portal, flamewaker.

Card overview:

Arcane Blast: Why did i chose this over arcane missiles? No RNG, can target and synergy with Azure Drake. Think about it, in early game when aggro- midrange decks play 2 health minion like knife juggler, u would normally remove it with frostbolt but why waste it if u can use it later in a game for something much better? Arcane blast is a very good board clear and also amazing activator for Flamewaker and the biggest advantage over arcane missiles is that it can target minions for great amount of damage, also u can use it mid-late game in combination with azure drake since it gets double spell damage it can deal with stronger minions too.

Mirror image: Amazing card in both early, mid and late game. Its main purpose is to protect ur board while u are developing, prevent damage from aggresive decks, prevent weapon clears from warriors, rogues, hunters and its also great activator for Flamewaker, not to mention that it also buffs up ur mana wyrm. When playing against faster decks, sometimes its good to play it in combination with sorceress apprentice to protect ur early board and give u advantage in developing. Also since this deck have many play styles, depending on situation, u will be forced sometimes to just go SMOrc (face) and this card will allow u to do more face damage by making harder for ur opponent to clear ur minions.

Mana Wyrm: Best early drop u can get on turn one, amazing synergy with spells, ur main early game card. Pray to RNGesus that u draw it turn one :)

Flame Canon: Really good tempo card, a bit of RNG but its damage makes up for it and not being able to target sometimes gives u huge adventege because it can kill stealth minions unlike other targeting spells. This card is best against druid, they have shade and lots of 4hp minions and they are not flooding board with low hp trash so u wont have to worry about losing its value unless u are playing against aggro druid but its still very strong even against aggro druid.

Unstable Portal: Best RNG card, can win u games on its own. Nothing much to say, just pray to gods while using it and ull be fine :)

Mad Scientist: Definetly one of the best 2 drops in the game, playing it early game turn one or two gives u huge advantage. It stays on board u have tempo, it dies u gain either tempo (mirror entity), protection against spells (counterspell) or extra life (ice block). Playing secrets from hand is not nearly as good as getting it from scientist for 0 mana. Not only that it eats 3 mana but it also prevents u from expanding board or casting spells sometimes.

Sorceress Apprentice: Basicly wild growth for spells, good in combinations with flamewaker if he is on board too while u have spells in ur hand and its obv always good to be able to cast more spells then u would without this card. Its both aggresive and some kind of ramp, very good early drop, it helps u kill opponents minions for cheaper mana cost and that means that u are able to put more ur minions like mad scientist, spellslinger, etc. Lets ur opponent plays knife juggler turn one with coin, u have sorceress and arcane blast in ur hand, u drop sorceress and u not only get tempo on board but u also get to remove ur opponents card for free. Its very good to play it in mid game too, imagine that ur opponent have 4 or 3 hp minion, u have 5 mana, in hand sorceress, mad scientist, and flame cannon or frost bolt. Well Sorceress allows u to play all and thats huge, getting one extra minion there can be a very big deal, also if u are having mana wyrm + two sorc + flame cannon or frost bolt, well it gets even better, not only that u get to summon a mana wyrm but u also get to buff it but ofc it will all depend on situation, my point here is that spell ramp, if i can call it like that, is a very big deal.

Counter spell: Amazing in mid game, protects u from removals, buffing their own minions and not to mention that it eats ur opponents turn, its really good if u get it form mad scientist but sometimes can be better to hold it in hand and set it up for certian turn, turn on which ur opponent would aoe u and f*ck ur board up. Example: hold it till turn 5 if u have board control against warriors to prevent them playing brawl and if they play it, they cant do anything after and that literally ate their whole turn, living them behind. Turn 5 or 6 against priest (light bomb and holy nova, sometimes turn 4, if u developed ur board and u are playing against that kind of priest that uses Auchenai + circle combo but its very rare in current meta), turn 6 or 7 against other mages, definetly 6 against freeze mage (blizzard, turn 7 flame strike). Also depending on situation its good to have it against single removals as well, since it protects ur minions and as i mentioned earlier, eats ur opponent mana/ turn.

Ice block: Amazing card, every mage deck should have at least one imo. Good against Aggro, Freeze mage (VERY good against freeze mage), druids combo or any kind of burst damage. Extra life really is something huge and this card won me so many games that i would lose if i was running any other secret in its place.

Mirror Entity: Amazing tempo card, gives u huge adventage and its sometimes really hard to play around it. One tip: never play it against freeze mage because they will give u doomsayer and destroy ur board, play it only if both doomsayers were used and hope to get alex or antonidas. Its not so good against agro since it gives u low cost minions but its amazing against anything other, not to mention the amount of value if u get it from scientist.

Flamewaker: Good in both defensive and aggresive way. It can clear ur opponents board and it can be aggresive if u are in situation where u need to be aggresive. Tip: dont be greedy with this card, dont hold it for too long for setting up a big flamewaker turn unless u are in position to do so, otherwise ull lose the game. Flamewaker is its in best shape when u get mid board control with it using low cost spells, like arcane blast, mirror image, frost bolt, etc. Playing it with mirror image is really good because it protects it and if u are having counterspell activated too, best if both ofc.

Spellslinger: 3/4 for 3 mana that can either f*ck u up or help u. Risky card but its worth playing it since u r running counter spell and having a 3/4 minion in game is good for board tempo.

Fireball: Good removal, finisher and decent activator. 4 mana spell that deals 6 damage is very good in lots of situation, only prob is getting it in starting hand can hold u back a little since u wont be using it since mid-late game. Finisher combo: Fireball x2 + Frost bolt = 15 damage burst at turn 10. Dont rush with this combo, do it only if u have lethal or if u are sure that u will have lethal next turn, also dont be greedy, use spells for removals if u are behind, dont hold it back just for the combo because this combo is good only if ur opponent is 15 or below and u have all 3 cards in hand, unless u are waaay far behind and ur only chance is to go yolo and just go Wizard SMOrc (face with spells) and pray to RNGesus that u draw other burst spells.

Piloted Shreder: Best 4 drop in the game. Helps u clear minion while maintaining tempo and also it plays around AoEs or any kind of removals since u still have minions even if it dies. Only prob is if u get doomsayer and ur whole board goes poof :)

Azure Drake: Card draw + spell damage and a 4/4 body on board. Spell damage is huge and its really good to have it with arcane blast

Dr. Boom: Huge tempo, it can win u games or bring u back from being behind and if u are lucky it can clear ur opponents big minions or burst ur opponent down with boom bots deathrattle (max damage to face 8). Why is that important? Well its only good if u are going for lethal this or next turn, otherwise its better to help u maintain the board.

Ragnaros: Insta 8 damage to any enemy. Huge body with very good effect, just like boom, this card can win u game on its own or help u get back from being behind. It is a rng card so u have to do some prayers while playing it :)

Matchups and Mulligans:

Tempo Mage: Just fight for early board control and try to keep it, then snowball from there by keeping the tempo, protecting ur board with mirror images and counter spell against spell removals and aoes.

Mulligans: Look for Mana Wyr, Arcane Blast, Mad scientist, Sorceress apprentice, Flame Cannon or Frost Bolt, but Mana Wyrm is always MVP of ur turn one. Unstable portal can also be good if u are lucky. 

Freeze Mage: Normally in this match up freeze mage would be favored one, however we have ice block in this deck and that actually, believe it or not, makes us favored. All u have to do is SMOrc him with everything u have as much as u can. Since he is slow, he wont have much time to do everything. Counterspell makes our board much safer but since he is running a lot of big removals, he can easly clear our board  but not before we put him down low and later finish him with spells. NEVER be greedy on board. If u have decent amount of damage on board already, keep other minions in hand so u can expand after his aoes hit. Also counterspell helps us waste his whole one turn and board clear. NEVER play mirror entity in this match up. if u have it in hand, keep it untill turn 9 to counter his alextrasa, otherwise he will just put his doomsayer down and kill our whole board with it. The reason why ice block saves us is because A LOT of times they bursted me down to lethal and i only needed one turn to kill him and ice block allowed me that. 

Mulligans: Look for Mana Wyrm, Sorceress apprentice, Spellslingers, Flamewaker, Counterspell. Unstable portal too can be good if u are lucky. So our as u can see main goal of this match up is to be aggresive as f*ck while keeping few tricks in our hand to f*ck him up even more (counterspell, ice block). U wont be needing scientists since u dont want to get mirror entity from him and u dont really need removal spells because they are not running lots of minions, and those that they have can be cleared very easly with flamewakers effect, only in late game they have 2 scary minions like antonidas and alex but antonidas is useless if we are in lead because even if he have million fireballs, we have extra life and thats all we need, same with alex, but alex is kinda more scary because it allows him to pop the ice block turn after but a lot of times he will be forced to ice block because he will die if he doesnt, if he does pops our ice block while he doesnt have his up and he is low if SMOrc plan worked as mentioned then he dies anyway.

Zoo: Get early board control, early removal spells and just keep the tempo and u will win. Mirror image helps u protect ur board because zoos aim is to clear ur board while keeping their board strong, and this will keep ur board alive while allowing u to clear with spells, keep in mind that u dont want flamewaker if they have imp gang boss or/and egg down on board because it will just give them advantage if u are unlucky. Flame cannon is also bad against egg but its good against imp gang boss and can be bad against Void Caller if they have strong demon in hand, but any removal is bad against it in that case.

Mulligans: Mana Wyrm, Flame Cannon, arcane blast, Sorccerer Apprentice, Mirror image, Unstable portal, Spellslinger if u have coin and Shreder.

Druid midrange/ramp/any: This is ur best match up and its the class u feast upon. Just expend ur board like a mad man, remove his shit with spells and win is guaranted almost always.  Flame cannon is good against shades and 4 drops, fireball against druid of the claw, arcane blast against knife jugglers (in some aggresive druid decks) or mid game against 4 health minions like Keeper or Savage Combatant and frost bolt is good early game against Darnassus or mid-late game against some higher treats or to freeze opponents Fel Reaver and just go berserk on card burning. Mirror entity is amazing against slower druids with more hight drop minions, counter spell is good late game against combo piece or mid game against swipe and ice block ofc if they preform combo and have lethal :) 

Mulligans: Mana Wyrm, Flame Cannon, Frost bolt, Sorc apprentice, Spellslinger, Flamewaker, Unstable if lucky, Shreder if coin.

Aggro Matchups: Just get early removals and board control and aggro them down before they aggro u. U are also a bit more favored in this one if u get decent hand, because of cards like Flamewaker, Ice block, mirror image and arcane blast. Also getting removal spells like flame cannon, arcane blast, frost bolt with Mana Wyrm on turn one will make u winner most of the times. Keeping unstable portal is also good if u are feeling lucky. It can get u cheap taunts, heals, etc that completely fucks up the aggro decks. Also if u are playing against hunter, frost bolt face always while in SMOrc race to prevent weapon usage and getting Counterspell from mad scientist can also be huge because it counters Animal Companion, UTH, Kill Command and more scary hunter cards. So just establish the early board control witch cards mentioned and aggro him down. Ice block is obv very good in this match up.

Mulligans: Mana Wyrm, Sorceress apprentice, Flame Cannon, Frost Bolt, Arcane Blast, Mad Scientist, Mirror images but only if u have a minion on board or in hand to play it with. Unstable also keep if u are feeling lucky.

Control Match ups:

Handlock: Aggro him down, finish him with spells thats all there is. U have to play risky in this match up and not respect moltens, because if u give handlock time, he will f*ck u up

Mulligans: Mana Wyrm, Frostbolt, Shreders, Spellslingers, Mirror images, Mad Scientist, Sorcerer apprentice, unstable portal.

Control Warrior: Be aggresive while keeping board clear, counter his weapons with mirror images and his brawl with counterspell. Its much better match up then handlock from my experience. Sometimes its also good to go SMOrc mode and rush him down if u are in lead, but dont overdo it if u dont have lethal because alex can come out.

Mulligans: Mana Wyrm, Mirror Images, Frost Bolt, Flame Cannon, Mad scientist, Sorc Appreantice, Shreders if u have coin and Spellslingers. Ofc Unstable portal if u are feeling lucky.


Well thats about it :) Hope i didnt miss anything, did i? Feel free to ask any questions or tell me if i need to add something, im really a noob when it comes to making guides n such things since i dont do it at all :) This is my second guide i ever made in entire life for any game or anything so plz tell every mistake i made, any improvement i can do or anything i can add, anything i missed out and tell me what do u think about it :) Have a nice day and may the RNG gods be with u!