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Legendary Mage Dragon Control No Naxx/LoE/Kara Wild Deck

Last updated on Nov 07, 2015 at 16:36 by Sottle 1 comment

Table of Contents

The following guide outlines how to play a Dragon Control Mage deck. It is an extremely flexible deck that is competitive against a wide variety of styles. It plays enough survival cards to function well against Aggro, while still finding room for enough proactive threats to be strong against heavy Control decks at the same time. Many players have had strong success with this deck on ladder, although it is yet to make a big appearance on the tournament scene.

This deck is forced to make significant sacrifices without access to the Naxxramas Adventure. The loss of cards like Mad Scientist is a huge sacrifice for Mages as they generally have the most high value Secrets in the game. However, this build provides a viable way to play this particular deck if you do not have access to Naxxramas.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Legendary Mage Dragon Control No Naxx/LoE/Kara Wild Deck

Our deck costs 7,600 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

2.1. Mana Curve


3. General

Dragon Mage is a Control Deck that is well tailored to the current meta. It combines early game drops to be able to deal with early aggression, and then has answers to both large single target drops, or multiple small minions. On top of this, it plays a large amount of its own powerful threats in order to compete with other Control decks.

In the early game, you will look to mulligan hard for your Gadgetzan Jouster, especially against decks that you suspect will have early aggression of their own. Your other early game card of note is Fallen Hero which can go a long way to control the board in the initial turns. This card also doubles up as a strong late-game play in conjunction with Coldarra Drake however, so it does not lose value quickly like many other early-game cards.

Moving forward, starting at turn 3 you can start to drop much more proactive threats that will generally outvalue the minions your opponent is playing at the same time. The curve of 3/5 Blackwing Technician into Twilight Guardian will cement your position on the board and give you an excellent platform to build on for the rest of the game.

Managing your Effigy correctly is key to the success of the deck. It can be a difficult card to gain value from, but generally you should be aiming to Effigy a high value target such as a Twilight Drake or something even further up the curve. The important thing to remember in all scenarios though is not to expose a weak minion to the board when you have an Effigy in play.

Part of the strength of this deck is its flexibility. It is able to win games through a Tempo game with a strong curve of minions, but if you do not get that curve, it is still able to stay in the game with survival mechanisms such as Ice Barrier, Ice Block, Alexstrasza, and Antique Healbots. As a Mage, you also have access to some of the best removal options in the game for a variety of different situations, with Polymorph to take care of must kill minions like Sylvanas Windrunner or Emperor Thaurissan, and Flamestrike to provide essential board clears against flood decks like Grim Patron Warrior and Zoo Warlock.

Once you have reached the late-game, this deck plays a collection of threats that is competitive with even the most heavy Control decks. The three high curve Dragons in the deck, Alexstrasza, Ysera, and Nefarian are all potential win conditions in their own right, but also serve the double purpose of activating all your Dragon synergy cards throughout the game if you draw them early. On top of this, Dr. Boom, Emperor Thaurissan, as well as a large pool of midrange minions will provide you with an extremely threatening late-game.

Somewhat uniquely for a Mage deck, this build does not contain a great deal of direct damage, with 2 Frostbolts being the only burn spells used. Because of this, your win condition with the deck is either to curve out effectively with your midrange threats and Tempo the opponent out of the game, or alternatively simply survive long enough to take control in the late-game with your high value cards. The important thing in both these scenarios however, is that you need to have control of the board to win the game, so this should be your primary focus at all times. Generally the best play with this deck is the one that ends your turn in the most secure board position possible.

3.1. Synergies & Combinations

Blackwing Corruptor and Blackwing Technician's abilities are both activated by the numerous Dragons featured in the deck.

Emperor Thaurissan although not opening up any particular combo possibilities is excellent for providing a discount on your various high value cards.

3.2. Mulligans & Matchup Specific Strategies

In almost all matchups you will be looking to mulligan for Fallen Hero and Blackwing Technician. If you are able to secure the perfect curve of these two cards along with a Twilight Guardian, you should almost always keep this hand.

Many players are tempted to keep a 9 Mana Dragon card in order to activate an early Blackwing Technician. This is usually a bad idea, but can be considered if the rest of your hand is very strong.

Against decks that you suspect to be aggressive like Hunter or Mage, you should mulligan more aggressively for early board control tools like Gadgetzan Jouster and Frostbolt.

Against heavy Control decks you can keep a slower hand, but should still look for a proactive minion to play out on turn 3 or 4. Emperor Thaurissan is also a possible keep in these matchups, but only if you have The Coin and an otherwise strong hand.

3.3. Card Swaps

Harrison Jones can be included in the deck in place of one Azure Drake if you are encountering a large percentage of Weapon matchups.

A single Fireball can be included in the deck in place of a Azure Drake in order to provide some more removal options, as well as some potential burst damage.

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