I feel like the balance of this deck is off. You have 5 creatures that give spell damage but only 5 spells that benefit from it. The Argent Commanders just seem out of place and in actuality water elementals are not a very good choice. Ice barrier is a very "meh" card and for all intensive purposes could be replaced with ice block. I'm not sure type of mage deck you're striving for but I can say that I would look at possibly adding some combination of: cone of cold, gadgetzen auctioneer, counterspell, and fireball might help.
Reasoning: Counter spell: Turn 10 - counter-spell can be comboed with archmage to give a free fireball + some protection and is very useful for ruining your opposition's strategy
Cone of Cold: Can also be comboed with archmage to provide protection + fireball. Good stall card, AOE damage, freeze, with a spell power minion it becomes a 2 damage + freeze sweeper for 3 mana.
Auctioneer: Okay value (4/4 for 5) can be comboed with mirror image/arcane missiles/explosion ect to establish a card advantage and force your opponent to burn him down quickly/silence him
Fireball: Shouldn't really need to say much about this, 6 direct damage for 4 mana. It'll win you games period.
Damn I really rambled but I hope this helps a bit. Source: 3 star masters, mostly played mage, have theorycrafted quite a bit about combos.
I feel like the balance of this deck is off. You have 5 creatures that give spell damage but only 5 spells that benefit from it. The Argent Commanders just seem out of place and in actuality water elementals are not a very good choice. Ice barrier is a very "meh" card and for all intensive purposes could be replaced with ice block. I'm not sure type of mage deck you're striving for but I can say that I would look at possibly adding some combination of: cone of cold, gadgetzen auctioneer, counterspell, and fireball might help.
Reasoning: Counter spell: Turn 10 - counter-spell can be comboed with archmage to give a free fireball + some protection and is very useful for ruining your opposition's strategy
Cone of Cold: Can also be comboed with archmage to provide protection + fireball. Good stall card, AOE damage, freeze, with a spell power minion it becomes a 2 damage + freeze sweeper for 3 mana.
Auctioneer: Okay value (4/4 for 5) can be comboed with mirror image/arcane missiles/explosion ect to establish a card advantage and force your opponent to burn him down quickly/silence him
Fireball: Shouldn't really need to say much about this, 6 direct damage for 4 mana. It'll win you games period.
Damn I really rambled but I hope this helps a bit. Source: 3 star masters, mostly played mage, have theorycrafted quite a bit about combos.
Thank you. I will try the updated deck.
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Need feedback on this deck. Just started playing yesterday and have no idea what I'm doing.
I feel like the balance of this deck is off. You have 5 creatures that give spell damage but only 5 spells that benefit from it. The Argent Commanders just seem out of place and in actuality water elementals are not a very good choice. Ice barrier is a very "meh" card and for all intensive purposes could be replaced with ice block. I'm not sure type of mage deck you're striving for but I can say that I would look at possibly adding some combination of: cone of cold, gadgetzen auctioneer, counterspell, and fireball might help.
Reasoning: Counter spell: Turn 10 - counter-spell can be comboed with archmage to give a free fireball + some protection and is very useful for ruining your opposition's strategy
Cone of Cold: Can also be comboed with archmage to provide protection + fireball. Good stall card, AOE damage, freeze, with a spell power minion it becomes a 2 damage + freeze sweeper for 3 mana.
Auctioneer: Okay value (4/4 for 5) can be comboed with mirror image/arcane missiles/explosion ect to establish a card advantage and force your opponent to burn him down quickly/silence him
Fireball: Shouldn't really need to say much about this, 6 direct damage for 4 mana. It'll win you games period.
Damn I really rambled but I hope this helps a bit. Source: 3 star masters, mostly played mage, have theorycrafted quite a bit about combos.
Thank you. I will try the updated deck.