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Wild Summoning Stone Tempo

  • Last updated Aug 6, 2017 (Quest Rogue Nerf)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Mage
  • Crafting Cost: 980
  • Dust Needed: Loading Collection
  • Created: 5/28/2016 (Old Gods)
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  • Howlk
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Finally presenting my Summoning stone Mage. This deck HAPPEND on my f2p account, therefore no Flamewaker and no big ass legendarys. It still outpreformed any of my expectations and i gotten to rank 10 without any big issues.

Played more control-wise than a tempo mage but with the right starting hand can be just as fast. 

Eteral conjurer: If you dont need an imidiate answer for the board you might go for secrets. Counterspell protects your Stone and Effigy will get additional value out of your 5 drops.

Never slam the stone on the board without value! combine it with secrets/card draw or removals. if you get it to stick 1 turn its gg. unload your hand into whatever target there is. more expensive spells go first. flamestrike is a huge deal, since there are a decent number of 7 cost legendaries. you can also get Antonidas this way. Save Sheeps if possible for the Queen of the Forsaken (Sylvanas) and other annoying stuff.

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short update regarding card replacements:
- 1x Mirror Entity
- 1x Flamestrike
+ 2x Flamewaker

side note: someone suggested replacing both mirror entities for flamewaker. but i feel its just too valuable since most people forget to play around it these days because its not a very common secret any more. also works very well to block the enemys C'Thun turn or to "steal" a Savanna Highmane on turn 6 for example.

thanks for almost 15k clicks! PogChamp