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    posted a message on [Legend] Tempo Mage

    Antonidas is part about getting fireballs and part about applying pressure. Even if you drop antonidas and only get 1 fireball you apply a ton of pressure to your opponent. Because they HAVE to kill antonidas or you basically win the game. So they'll usually make sub-optimal trades or use removal spells in order to get rid of him. This pressure allows you to swing the game after you drop antonidas and have some fireballs as well.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    It's pretty hard to replace antonidas, he's such a great finisher and can get really good value through his fireballs. You could replace him with another late game minion such as Yogg or sylvanas, but I'd really recommend crafting him ASAP to make the deck work to its full potential.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    I'm about to upload a video of me playing this deck on ladder. Hopefully that can show you how to play the deck!

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    Oh shit, another one of those crazy Yogg worshipers. ALL PRAISE TO THE FIRELORD!!!

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    It passes the value test for a 2-drop and it also has spell damage, which combos incredibly well with the deck.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    I could maybe see subbing out an Ethereal Conjurer for the Master of Ceremonies. It would make the deck play slightly different but I don't think it would be too bad.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    Topdecking a fireball is much different than a forgotten torch. If you were to get both on turn 4 and you were facing a bloodhoof brave, only one of those could actually kill it. Basically any minion with 5 or more health (due to torch + ping) can only be killed by fireball. That's the reason there is a problem. You can't wait for torches to come back, you need fireballs in the mid game.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    I like the idea, but I feel like the deck already has enough cheap spells to make the combos effective. The reason I like faceless so much is it gives you 2 minions instead of 1. So everytime you play it you're getting more bang for your buck. Whereas with mukla you have to play the bananas and they cost mana, and you might not even have a good use for them. I don't think it would be reliable enough.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    Forbidden flame is very flexible, I basically use it whenever I don't have other options or I don't want to use my burn spells on a minion. It can be used to take out early minions like tunnel trogg, or it can deal 8 damage to a ragnaros. It really depends on your hand and the situation. Also, don't forget it can be used as a free activator for flamewaker and antonidas. You can basically turn it into a cheaper arcane missiles or a fireball under those circumstances.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    Water Elemental is also very good vs zoo, hunter, and warrior. It's one of the highest valued 4 drops in the game because of its 6 health. With 3 damage it can kill most 2-3 drops in the game and it also has a freeze effect on top of that. You can't take this minion out and still create tempo the same way.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    I think it's too unreliable. You only have 4 spell damage minions, and they're removed almost instantly by the enemy to make sure you don't get more value out of them. I will definitely test it out though.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    You could add another Arcane Missiles. They can both function as cheap activators for Flamewaker and Archmage Antonidas as well as gaining early game tempo against aggro decks. Arcane Missiles is slightly more RNG dependent, though.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    As I said in the guide, you NEED Flamewaker. He's one of the tools that allows you to create tempo and swing the game. Without him you're basically playing grinder mage.

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    I'm still experimenting with Mirror Image and Forbidden Flame, I can't seem to decide which I like better, it might even be personal preference. As for Yogg, I think he's goofy but if you want to play him you do it :D

    Posted in: [Legend] Tempo Mage
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    posted a message on [Legend] Tempo Mage

    You want to take another card that acts as a finisher. I think a pyroblast could work in the slot. You could possibly run Yogg if you're feeling lucky. Other than that, I don't think there are any cards that would work, you need an instant effect that can act as a finisher.

    Posted in: [Legend] Tempo Mage
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