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Wild Freeze Mage Guide

  • Last updated Sep 9, 2017 (Frozen Throne)
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Wild

  • 12 Minions
  • 18 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Freeze Mage
  • Crafting Cost: 5360
  • Dust Needed: Loading Collection
  • Created: 8/28/2017 (Frozen Throne)
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This guide will tell you how to play freeze mage versus different matchups and how to win against them and what to expect from the matchups.

The game plan with this freeze mage is to stall the game with your Frost Nova and Blizzard and you can combo these cards with Doomsayer to clear the board (or at least try to). With your burn cards Frostbolt, Ice Lance,Fireball and your torches ( Roaring Torch , Forgotten Torch) you try to kill your opponent.

Edit 1: Updated Reno Mage 

What can you expect on Wild Ladder?

Paladin:

Secret Paladin : In the early game you can expect Knife Juggler Muster for Battle and Secretkeeper . They usually play Mysterious Challenger  on turn 6 and you will see all these secrets come out and you might ask what secrets they are. the most common secrets that Secret Paladin runs is Avenge , Competitive Spirit,Noble Sacrifice, Redemption,Repentance. Some Secret Paladins still run Dr. Boom. You try to stall out the game and try to Alexstrasza his face and burn him down. With your early game in the form of Mad Scientist and Novice Engineer to keep some early pressure. Try to keep the board clear as possible to play around Avenge and Competitive Spirit.Also try to play around Spikeridged Steed

Murloc Midrange Paladin: In the early game you can expect Vilefin Inquisitor,Rockpool Hunter. This deck really relies on murlocs so if you can keep the board clear of murlocs Gentle Megasaur won't be your biggest problem. But Murloc Warleader should always be removed from the board if you don't want any massive problems. Finja, the Flying Star can also be a problem but it's not if you don't play minions into it. Try to play around Sunkeeper Tarim and Ragnaros, Lightlord in the late phases of the game. People still run Old Murk-Eye and can do massive damage if the board is full of murlocs. Once in a while you might see an Anyfin Can Happen Paladin but you play that matchup as an midrange paladin matchup because the only murlocs you would see would be Bluegill Warrior Murloc Warleader Old Murk-Eye. Also try to play around Spikeridged Steed

Midrange Recruit Paladin: This version of Midrange paladin relies on Silver Hand Recruit and with these recruits that they're creating with Muster for Battle, Stand Against Darkness, Lost in the Jungle and with the combination of Quartermaster and Lightfused Stegodon they will adapt their recruits and try to kill you. This deck can really snowball if you don't answer the recruits as fast as possible because if there are 6 recruits on board on turn 4 and you don't clear any of them you can deal with a 2/5 and 6 3/3s. Try to keep their board as small as possible to win.

Shaman:

Concede Shaman: The most common version of control shaman that there is on ladder is concede shaman. It uses Barnes to summon different deathrattles like Sylvanas Windrunner, Sneed's Old Shredder, Sludge Belcher and use cards like Ancestral Spirit and Reincarnate to resummon them with N'Zoth, the Corruptor. This deck is super slow and won't drop any huge minions until turn 5 if they play an Earth Elemental on curve. You have enough time to draw your burn spells and kill him but remember that they have Healing Wave so that means you have to OTK them and you can't Alexstrasza them unless he's super unlucky and doesn't draw it. 

  Evolve Shaman: This version of shaman relies on board and tries to flood the board and together with a wide board they will try to do the maximum amount of damage with Bloodlust. With cards like Fire Fly, Primalfin Totem they fill up the board together with their hero power. After you clear their initial board they will Doppelgangster and Evolve but with the introduction of Thrall, Deathseer they can evolve their 1 mana board into 3 drops without having to worry about evolving into a Doomsayer. The strategy with playing against evolve shaman is to draw as fast as possible and try to keep the board as small as  possible. The way i calculate damage against this deck is amount of minions * 3 + damage of board = Bloodlust damage. Always calculate the damage so your ice block doesn't get popped. Evolve shaman doesn't run real heal next to Thrall, Deathseer with 5 armor.

Aggro Shaman: This deck can be one of the most snowbally shaman decks that there is because of Tunnel Trogg and this can be very dangerous if you leave it on board. Cards like Flamewreathed Faceless and Totem Golem will always be a problem to deal with. Always try to clear the Flamewreathed Faceless so you have some hp to spare and so you can still burn him down. Aggro Shaman sometimes runs the jade package ( Aya Blackpaw, Jade Claws, Jade Lightning). Also remember that Aggro shaman runs a lot of burst damage in the form of Crackle and Jade Lightning. Try to clear the big threats and draw as much as possible before they pop your first Ice Block because they have various ways to refill the board, for example Feral Spirit.

Warrior:

Pirate Warrior: This is one of the most aggressive decks that uses pirates to fuel their aggression. They try to mulligan for N'Zoth's First Mate and try to get Patches the Pirate out of their deck without drawing it. They try to use their weapons with various buffs ( Upgrade! and Bloodsail Cultist). You can counter these buff effects by destroying pirates so Bloodsail Cultist won't be active until he plays a pirate himself WITH the cultist. Some Pirate Warriors run 1 copy of Spellbreaker so they can silence your Doomsayer. Wild Pirate warrior is very different from Standard Pirate warrior because Wild Pirate warrior has Sir Finley Mrrgglton and that can change the game because they can get Life Tap or Steady Shot, they also have +2 Ship's Cannon and +2 Death's Bite but they don't run Mortal Strike like their standard counterpart.

Hunter:

Midrange Hunter: This version of hunter always tries to stay on board with small minions that generate tokens like Haunter Creeper and Alleycat. They try to stay board and hope to take you down with a huge Scavenging Hyena or just playing on curve and playing value minions like Savannah Highmane. They try to play on curve as much as possible so you can expect some CurveStone. That's why you should try to clear their board as much as possible because most midrange hunters don't run card draw but hunters do run Deathstalker Rexxar so they can crawl back in control matchups with their zombeasts

N'Zoth Hunter: This version of hunter tries to play the long game with various cards like Deathstalker Rexxar and N'Zoth, the Corruptor and he tries to resummon cards like Savannah Highmane Infested Wolf and maybe some custom zombeasts with deathrattles. Keep in mind that they still run double Kill Command and can still burst you can down 12 hp.

Priest:

BIG EZ Priest: This deck is one of the newer decks that got introduced together with Knights of the Frozen Throne. With cards like Shadow Essence and Barnes they pull out big minions like Ragnaros the Firelord, Y'Shaarj, Rage Unbound, Ysera and Obsidian Statue. And after they have summoned these BIG minions out of their decks they try to resummon them with Eternal Servitude and Resurrect. They have better removal in the form of Lightbomb. Try to draw as fast as possible and try to freeze their board to keep your hp high so you can kill him.

Reno Priest: This deck is one of the older decks that got revamped with some new cards. Shadowreaper Anduin being one of them. They use their singleton deck to control the board. Every Reno deck has a different win condition. Some versions run N'Zoth, the Corruptor, some run the Prophet Velen combo with Mindblast and some versions run Awaken the Makers. They have great burst heal potential with Greater Healing Potion or Reno Jackson. So your win condition should to draw as quick as possible and to OTK them as fast as possible. 

 

 Warlock:

Handlock: This has one of the decks that people played for a long time since the first season. This deck relies on controlling the board and playing big minions in the form of Twilight Drake and Mountain Giant. After the nerf to Molten Giant they stopped running that. after the introduction of Bloodreaver Gul'dan they have included a demon package to resummon with Bloodreaver Gul'dan. The package consists of 2 Voidwalker , 2 Despicable Dreadlord, 2 Abyssal Enforcer. This can be one of the most dangerous decks after turn 4 because then they can drop Mountain Giant or a Twilight Drake where most classes can't deal with easily without using a lot of resources. Handlock has always been great with single target removal because of Siphon Soul and blast cystal potion. They also play very slow so you can set up your win condition very easily because handlock doesn't have great burst heal. 

Renolock: This deck has been revamped with some new cards that were introduced with Bloodreaver Gul'dan being one of them and now people starting running the demon package because of the introduction of Bloodreaver Gul'dan. This demon package is different from the handlock package because this is a singleton deck. People run Mal'Ganis, Voidcaller, Despicable Dreadlord, Abyssal Enforcer and Imp Gang Boss. Renolock has always been viable since the introduction ofReno Jackson because of warlocks powerful hero power Life Tap. But after Mean Streets Of Gadgetzan Reno priest and reno mage became viable. After the introduction of Kazakus Renolock has been more powerful because of the Brann Bronzebeard Kazakus combo and that means that they can have 2 kazakus potions and that can ruin your day because they can gain 20 armor if they're lucky and that might ruin your plan. So it's the same plan as reno priest to draw as much as possible and to OTK them as fast as possible.

Zoolock: This has been one of those decks that has always been viable in every meta. It has seen metas where it has been really powerful and some where it has been really weak. After the Un’Goro Meta Zoo has seen some play because of Ravenous Pterrodactyl and Devilsaur Egg. Zoo has always been a deck that wants to keep board control and go face when necessary. Zoo almost never runs out of steam because of Life Tap.  In Knights of the Frozen Throne Prince Keleseth has found a way into this “old school” deck and it has found a new form because it can’t run any 2 drops like Knife Juggler. Because of Prince Keleseth all your minions that are in your deck with have +1/+1 and if you play it on turn 2 that means that Prince Keleseth will give you deck at least +20/+20 and can make cards like Devilsaur Egg attack and kill itself for the 5/5 body. When they find out that you’re freeze mage they will try to play more aggressive and try to kill you as fast as possible. Keep in mind that they will damage themselves a lot so it might be easier to kill them but they will keep board pressure and some decks have teched in Crazed Alchemist to play around Doomsayer.

Rogue:

Miracle Rogue: Miracle rogue has also been one of those decks that has always been around in Hearthstone. The decks focuses on drawing cards with Gadgetzan Auctioneer and uses cards like Tomb Pillager to give more coins and more Auctioneer fuel. Recent miracle rogue lists have been using Questing Adventurer and Arcane Giant. Miracle rogues have always had efficient removal like Eviscerate and SI:7 Agent. After the introduction of Patches the Pirate in Mean Streets of Gadgetzan rogues have always been running the “pirate package” and that package holds Patches the Pirate and Swashburglar  and sometimes Southsea Deckhand. Try to also watch out for a big Edwin VanCleef that they might play because it can range from a 6/6 to a 24/24. Miracle rogues have also gotten one of the best tempo removals in Un'Goro and that is Vilespine Slayer. Rogues will try to keep board pressure and try to kill you as fast as possible with either 2 0 mana Arcane Giant or 2 BIG Questing Adventurer. Rogues also have a hard time healing so that means you can just keep dropping your burn spells on their face and they won't have proper healing.

Druid

Jade Druid: This is one of the decks that profited the most from the Knights of the Frozen Throne expansion getting Ultimate Infestation,Spreading Plague and Malfurion the Pestilent. It's still one of the decks that has removed Feral Rage and Earthen Scales to add these cards and because they removed these cards they won't gain that much armor before the Frozen Throne expansion so you can win more druid matchups then before. Because of the lesser armor gain you can win more games against them. Before it used to be a unwinnable matchup but now you should be faster and hope they don't play Malfurion the Pestilent on curve and gain a lot of armor. Try to play as fast as possible and get the 44 damage combo assembled quickly.

Token Druid: This is a similar deck to Evolve Shaman but it has a different way of playing it. Instead of filling the board and using Evolve they use buff cards to buff their tokens. Cards like Power of the Wild, Mark of the Lotus. The wild version of this deck runs Dragon Egg and Nerubian Egg to play around various board clears like Blizzard. Keep in mind that if you Blizzard a Dragon Egg it will summon a Whelp and freeze it. Try to save your Blizzard for Living Mana

Mage

Reno Mage: This is another singleton deck that got introduced after Mean Streets of Gadgetzan after the introduction of Kazakus. Reno Mage can be a deck that can have multiple Reno Jacksons because of cards like Duplicate and Manic Soulcaster. This deck tries to stall out the game where you have no more removal left and try to win with either 2 10 mana kazakus potions and resummon minions that are too much to deal with or just play so much threats and play Archmage Antonidas to have a lot of Fireballs. There is also another version where they run N'Zoth, the Corruptor and use deathrattles like Sylvanas Windrunner, Rhonin, Piloted Shredder and to resummon them all in the end-game. You can win this matchup by baiting an early Reno Jackson and trying to  pop his Ice Block as fast as possible.

Tempo Mage: This is a deck that heavily relies on tempo cards to give them the advantage. They use various secrets to gain that tempo like Counterspell and Mirror Entity and various cheap spells like Breath of Sindragosa, Arcane Missilesto combine with Flamewaker. This can be easily countered by saving the The Coin and playing around various secrets.

 

Mulligan Guide for every class.

Hunter: Mad Scientist, Doomsayer, Frostbolt, Arcane Intellect

Paladin: Mad Scientist, Doomsayer, Frostbolt, Arcane Intellect  

Druid: Mad Scientist,Doomsayer, [card]frost nova[/card] ( if you think it's aggro), Arcane Intellect

Rogue: Mad Scientist, Doomsayer, [card]Fireball[/card], Arcane Intellect

Priest: Mad Scientist,Doomsayer, Ice Block, Fireball, [card]arcane intellect[/card]

Mage: Mad Scientist, Doomsayer, Arcane Intellect, Forgotten Torch

Warrior: Mad Scientist, Frostbolt, Arcane Intellect, Acolyte of Pain

Shaman: Mad Scientist, Doomsayer, Frost Nova, Arcane Intellect, Frostbolt

Warlock: Mad Scientist,Doomsayer,Forgotten Torch, Arcane Intellect, Fireball, Frost Nova

How to play versus control and aggro.

Versus Control you try to assemble the full combo. Evolved Kobold, Bloodmage Thalnos, 2 Frostbolt, 2 Ice Lance, 2 Roaring Torch and you all have to hit these cards with Emperor Thaurissan. This will do 44 damage in total and versus most control decks you have to 30 damage but versus jade druid and reno priest you might need to do 40 damage.

Versus Aggro you try to survive as long as possible and try to keep clearing the board so you can try to Alexstrasza defensively and so you can gain armor with Ice Barrier most aggro decks will run out of steam and will concede after you drop Alexstrasza and heal yourself up to 15

Ask any questions you have in the comments below and i will answer them!! 

Follow me on twitter @colaguy2011 and if you want to add me and need some help playing it colaguy2011#2455