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[Legend] Allegro: Whispers Tempo Mage

  • Last updated May 6, 2016 (Old Gods)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Mage
  • Crafting Cost: 4920
  • Dust Needed: Loading Collection
  • Created: 4/28/2016 (Old Gods)
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  • Battle Tag:

    magmahead#1820

  • Region:

    US

  • Total Deck Rating

    7

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This is my take on the classic tempo mage adapted to the standard format. The game plan is to get on the board early, and stay ahead using removal spells. Most of your minions synergize with spells, and there is a high spell count.

Some card specific comments:

  • Cult Sorcerer: This card slots into our two drop slot perfectly. Even without C'Thun, this card is very solid. However, its interaction with Arcane Blast is what really makes it worth it.
  • Faceless Summoner: Insane card. Pushes our curve up slightly, but completely worth it. One of my favorite additions from Whispers. <3
  • Forbidden Flame: It's very flexible, and acting as both early and late game removal. Also, it plays very well with Archmage Antonidas and Flamewaker.
  • Yogg-Saron, Hope's End: Gives the deck some extra late game, and burst. Most games you won't end up playing him, but can save you in a pinch.

On excluded cards:

  • Secrets: With the loss of Mad Scientist in Standard, I've removed all the secrets from the deck. I found them to be too low tempo without him, and have not regretted it at all.
  • C'Thun: Since we are running the Cult Sorcerer it is temping to throw this guy in, perhaps with a few of his better support minions, i.e. Disciple of C'Thun. The C'Thun Tempo Mage is a fairly popular strategy, but personally, I found the deck to be more consistent without him.
  • Cabalist's Tome: I know some Tempo lists run this one, but to me it seems way too low tempo of a play for this deck. Better suited for a more controlling deck, imo.
  • Other late game: Ragnaros the Firelord would be another possible finisher to consider.