Firestorm 5.0 (Top 100 LEGEND)
- Last updated Oct 24, 2016 (Yogg Nerf)
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Wild
- 14 Minions
- 16 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5120
- Dust Needed: Loading Collection
- Created: 1/3/2016 (Explorers)
- Zion7
- Registered User
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- 13
- 26
- 120
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Battle Tag:
Zion7
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Region:
US
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Total Deck Rating
1335
About - Greetings, Zion7 here (formerly known as MarineKingHS) to share an interesting Midrange Mage deck which has been working very well this season. I specialize in high level play on NA server and have obtained #200+ Legend Rank legend many times. I have roughly 7000+ wins in constructed ladder and like to help others improve their game.
This deck is called "Firestorm 5.0" because it is based upon the wildly popular Firestorm series of Mage decks designed by either BrooklynHS or myself. You can check out the past decks here: Firestorm, Firestorm 2.0, Firestorm 3.0 and Firestorm 4.0. The credit for the original idea behind this deck goes to BrooklynHS because he made the first Firestorm.
Deck Explanation - This deck is designed to win by establishing tempo early to mid-game through the use of high value synergies involving the +spell damage mechanic and other spell related combos. This deck is considered off meta due to the rarely played cards we use, yet the deck retains a wide variety of well rounded tools. This is one of the few Mage decks that features both low curve aggression and also control styled anti-spam AOE at the same time. Arcane Blast, Frostbolt and Polymorph can be used to deal with big threats, while spells Cone of Cold, Blizzard and Flamestrike deal with annoyingly large boards. This deck is a very good counter to many of the currently popular strong meta decks like Renolock, Secret Paladin, Aggro Shaman, Entomb Priest, Oil Rogue, Combo Druid and much more.
Screenshots of Legend Rank (Season 21 : Slammin Shaman)
Update: New videos have been added for Season 22. This is an instructional series that will be ongoing so check back often for more uploads.
Firestorm 5.0 - S22 - Instructional Part 01 (vs Warrior and Warlock)
Firestorm 5.0 - S22 - Instructional Part 02 (vs Priest and Paladin)
Firestorm 5.0 - S22 - Instructional Part 03 (vs Priest Paladin and Warrior)
Firestorm 5.0 - S22 - Instructional Part 04 (vs 2x Mages Warlock and Priest)
Firestorm 5.0 - S22 - Instructional Part 05 (vs 3x Mage)
Firestorm 5.0 - S22 - Instructional Part 06 (vs Warlock Paladin and Hunter)
Firestorm 5.0 - S22 - Instructional Part 07 (vs Paladin Warlock and Shaman)
Firestorm 5.0 - S22 - Instructional Part 08 (vs Priest Rogue and Mage)
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Some card choices explained
Most cards should be fairly obvious, so I'm only going over a couple of cards choices that might seem strange.
Arcane Blast - This little spell hasn't been particularly popular with Mage players since it's printing in TGT, but in our deck it's one of the strongest and efficient removals. We run a stacked roster of +spell damage minions so usually this 1mana card is a 4dmg spell or a 6dmg spell with 2 buffers on board. The potential gets pretty insane pretty quickly so if you've never had much success with this card in other decks, prepare to have your mind blown.
Ice Barrier - This is not a card you would expect to see in a midrange control deck, yet here we are. The reason for this is 3 fold, for one we simply needed a 8 heal option other than Antique Healbot (of which we already run 1). Secondly we needed it to be lost cost because this is often a spell that will be used in combination with our other cards to produce a combo tempo (I'll expound on this more). The final reason why this card instead of another healing minion is because against Freeze Mage having 8 armor is a hard counter to their strategy which revolves you not having armor. As an added bonus, most enemies will assume its Mirror Entity and make an inefficient curve play in their attempt to dodge it.
Cone of Cold and Blizzard - Again these are some cards you wouldn't normally see in any kind of tempo or midrange based deck and typically I wouldn't recommend it. However in this particular deck it works because we have so much +spell damage incoming that these spells become less like stall aoe and more like actual damage aoe that can kill the minions instead of just slowing them down. A lot of times it's important just to stop the enemy from attacking for a turn so that we can develop some board without our minions instantly getting trading into. This is how we regain a board tempo if the enemy current has it.
Echo of Medivh - This card is a good choice for card draw because we run minions that are low cost enough to actually play and copy in the same turn. One of the cool things about this card is the way it interacts with Summoning Stone, which will generate a 4mana minion FIRST and THEN copy whatever you have on the board.
Frigid Snobold - This minion is a great 4mana drop for our deck being that that it has the +spell damage that we're looking and also has an abnormally high hp for this mana slot. This slot competes with Dalaran Aspirant (which I tried first), but in testing the Snobold performed better because the Dalaran simply doesn't come with 1+ spell dmg without being inspired first.
Summoning Stone - This is probably our 2nd most MVP minion because of how crazy it gets once you start to actually cast spells with it. It's one of the most extreme snowballing cards I've ever seen but it can tricky to use in most Mage decks. It works in this deck because we so many cards that can keep the enemies board from trading into our Summoning Stone as soon as it's played. If you can get the Stone in play and cast Echo of Medivh, you stand a good chance to win the game just on that one power play. I would say the most surprising thing about Stone is that it wasn't as hard to make use of as I thought it would be. My kneejerk reaction about the card has always been that it wouldn't see much play because it's too fragile, I was wrong.
Archmage - We run Archmage the same reason we run Frigid Snobold, it has not only the +spell damage we are looking for, but has a very solid stat profile. This card was never bad, just overlooked because there's so few decks with enough spell synergy to make the +spell damage mechanic worth going for.
Archmage Antonidas vs Rhonin - We run enough 1 mana spells that we can easily play Antonidas and get 2-3 procs in the same turn if the circumstances are decent. An important thing I wanted to say is that Rhonin would be a VERY decent alternative here. There's as much reason to go for Rhonin as Antonidas and really it just comes down to style of play. My advice is to try both (if you own both) and see which is doing better for you.
Mulligans
You typically want to mulligan for 2x Mana Wyrm, 1x Arcane Missiles 1x Frostbolt, 1x Sorcerer's Apprentice, 1x Flamewaker and 1x Arcane Blast in that order. We typically want to avoid holding on to anything heavier than 3mana to start. It's important to mull harder for minions if you happen to get the spells but no minion on the first mull. This means, you'd keep 1 spell and try for those minions.
• Against Paladin you'll want to keep 1x Arcane Explosion if you come across it because it's such a good counter to Muster. This is also the only matchup where you would purposely keep 2x Flamewaker in your mulligan hand because Flamewaker is a Paladins worst nightmare.
Strong and Weak Matchups
Firestorm 5.0 is particularly strong against all Warriors, Oil Rogue, Secret Paladin, Freeze Mage, Renolock, Entomb Priest, Aggro Druid, Aggro Shaman, Hybrid Hunter and Aggro Hunter (in that order).
Firestorm 5.0 is about even vs Tempo Mage, Mech Mage, Dragon Priest, Ramp Druid and Zoolock . For most of those matchups the tempo (and ultimately the game) will be decided by which player was able to draw the better cards early and get a snowball effect going. It's going to be a fast paced game and most likely both players will quickly use up their cards and then be in topdeck mode. It's anyones game at that point.
Firestorm 5.0 is a little weaker against Slow Control Paladin, Egg Druid, Fatigue Mage and basically the decks that are designed to just keep surviving through big heals and drag the game out. The only exceptions to this would be Control Warrior, Entomb Priest and Renolock (which ironically and luckily are the most common control decks right now).
Card Replacements
This is a carefully designed deck so I would not recommend changing too many things around, but here are a few things you can do:
Bloodmage Thalnos can be replaced with Kobold Geomancer or if you're running into a lot of weapon classes Acidic Swamp Ooze.
Ice Barrier can be replaced with Earthen Ring Farseer or Deathlord.
1x Azure Drake can be replaced with Loatheb.
Echo of Medivh is a pretty nice card to have but it can be replaced with Piloted Shredder if you want a little more speed and power in the deck.
Archmage Antonidas can easily by replaced with Rhonin. The next best choices would be 2nd copy of Archmage, Dr. Boom and finally Toshley (in that order).
If you have questions about this deck, reach upwards of Rank5 with this deck, or just wanna share thoughts about this deck, please leave a comment. I'll try to stay active within the comments, work schedule permitting.
Good luck, godspeed and happy rank storming!
Lol come on Zeroxz, it's like nearly 2 weeks past Xmas, don't be such a lightweight letting some hobs take you down : )
try Spellslinger, or Soot Spewer
Hi Jumper, as River says Soot Spewer is a decent sub but so is Questing Adventurer and the reason why is because we run so many low curve spells, it's possible to play Questing and buff it up in the same turn (especially if you also have the Apprentice in play).
try Spellslinger, or Soot Spewer
Stone can be replaced with solid 5 mana drop like Loatheb or Sludge Belcher. If you dont have naxx, try Dalaran Aspirant.
sorry bro decl just isnt consistent enough have to depend on to much luck and with the poor cards choices its very difficult i dont believe you made it to legend with this deck but ive been wrong before btw this isnt tempo
No idea how anyone can win with this deck vs a decent deck.
This isn't tempo, this is a control deck. Watch his videos, he explains how this deck is played.
I agree. This deck is a pile of shit when up against most consistent decks. The randomness of the stuff you have to use needs to come together and it often doesn't.
It is quite interesting for me to switch from tempo mage into this deck, very awkward as first because the pacing and decisions makings are very different. But I can say that this is a well designed deck with a higher learning curve than standard tempo mage. It is also more interesting to play as not many people expects to play against it. I only got 50% win rate, but it should improve once I adjust my decision makings to a more control type deck.
Oh, and no fireballs is the most awkward thing for me. There are games when I forget that I don't have it in the deck, and keep searching for it :(
Hi River_Capulet, your not kidding that this deck is awkward at first. It took me some time to adjust as well, I was like 40% win ratio at first. Then I got the basic hang of it and leveled at about 50%, then I got really comfortable with it and started a decent climb at 60%+ ratio. At first in testing, I did run fireballs and eventually realized they aren't very useful from a control standpoint and are usually used for face burn more than anything. Once I took them out, the deck performed better.
Hi Marine,
Nice deck, i went 9-3 with it yesterday. I made 1 change and I put in Rhonin for 1 x Arcane Explosion. It really helps with the control warriors, You really need those 3 fire balls with Archmage Antonidas
Sup HammerWarloc, yea the inclusion of Rhonin is not at all a bad idea. In fact I'd say he's on equal footing with Antonidas any day but I hadn't even considered running both in this deck at the same time. Now that you mention it, it's a pretty awesome idea and I'll have to try it. Thanks for the kind words and the comment, glad to hear it's working for you. Best of luck.
Hey. I just created an account to say thanks for this deck. It is really fun, and your videos are very informative, though a bit laggy ;)
Hi krumcake, thanks for the positive word and I'll be adding more vids and more directions soon.
Gave this deck a spin today after watching your YouTube clips. Played 10 matches (two each versus Druid, Handlock, Secret Paladin, Priest, and Warrior); won 6 of them. This is definitely a deck that can be viable, in my opinion. It is not easy to pilot, however, and matches take a long time (often, seemingly because the opponent has no idea what the heck you are playing). There have been several occasions where I really wished I had Counterspell instead of Ice Barrier, and I wanted to ask your feedback on that proposed swap. One thing is for certain: this deck is unbelievably efficient for wrecking Secret Paladins. I knew that the Secret Paladin match-up is an intentional strength of this deck (per the guide), but even knowing that, I was still impressed by how smoothly I rolled right over Paladins using Firestorm. Granted, two matches against Secret Paladin is not a predictive sample size, but if I start seeing a meta that is very heavy on Secret Paladin (like around Rank 5 in December), I will definitely bust this deck out again and give it a shot. I think most players will want a faster deck for ladder climbing, and I think novice players should avoid this deck completely, but overall I want to praise your creativity and the quality of your guides!
Hey there DreamCrusher11, good to hear from you again. Yes you are correct that this deck is viable but also tricky to pilot. You could swap counterspell for Ice Barrier if your particular meta suits it. See for me I was constantly needing a bit more heal but couldn't always commit 5mana to a healbot, so I starting looking at the most heal I could get for a low mana cost and that's how I ended up with Ice Barrier. But if I weren't against so many aggressive decks I would have swapped it for a different trap, possibly duplicate. As for Secret Paladin, YES this deck tears it up pretty good. As for the novice players, I agree this may not be the deck for them, there are easier paths for someone who's still newer to the game.
Hey man I took the deck for some testing and although a few failures at first trying to get the hang of it it actually worked really great afterwards :D kudos for the great idea man!!in this meta people rarely expect the minions they see and the hard control!
Thanks Plwmar, you are not alone. I also had a troublesome time trying to get the hang of this deck. I have a solid understanding and experience of the game, but am not a particularly talented player who can just breeze through the ladder without some trial and error. I think I played about 30-40 games of this deck back to back before I even got good enough to pilot it to legend and then from there it was oddly a short climb to about rank L80.
Man the arcane blast combo with some of the + spell damage minions?is incredible.people don't even see it coming when a dr.7 gets one shot from a 1 mana cost spell and they don't bother that much to remove the kobolds usually just the drakes because of their high attacks or thalinos (for whatever reason...).Only bad matchup was against a mill rogue that completely destroyed me by ganging-up a loatheb and spamming it into eternity but a mal'ganis and and icehowl from the summoning stone from 9 mana cost spells set him straight although he sapped my mal'ganis unfortunately.it really was a fun game though.
I'm quite struggeling with this deck. If I cannot draw value early game from Flamewaker I usually lose. Lost twice against oil rogue.... and I guess I had a very good draw - but no Flamewaker. Don't know :/
6-4 ... let's see