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Legendary Secretless Tempo Mage No LoE/Kara Wild Deck

Last updated on Aug 31, 2015 at 17:54 by Sottle 25 comments

Table of Contents

Tempo Mage is a deck that has existed in various forms since the Curse of Naxxramas expansion, but has continued to improve with each expansion. This version of the deck chooses to omit the Mad Scientist and Secrets package in favour of more consistency. This will weaken your matchups against decks that struggle to deal with Mirror Entity, such as Druid, but increases the overall consistency of the deck.

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 Secretless Tempo Mage No LoE/Kara Wild Deck

Our deck costs 5,860 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

2.1. Mana Curve

0
4
9
6
4
3
0
4

3. Strategy

This build of Mage is a half-way point between aggressive Mage decks, such as Mech Mage, and the outright Control Mages, such as Grinder Mage and Freeze Mage.

Your early-game turns are extremely important with this deck. Due to the amount of synergy between your early-game cards, you are often able to gain a lead in the first few turns that is insurmountable for your opponent until the mid-game, allowing you to continue your pressure with your own mid-game threats. For example, the opening of Turn 1 Mana Wyrm into Turn 2 Sorcerer's Apprentice, The Coin, Unstable Portal leaves you with a huge board on turn 2, especially if Unstable Portal gives you another minion you can play on the same turn for 0 Mana. Starts like this will outpace even the fastest starts from decks like Mech Mage and Hunter.

This build of the deck chooses to play no Secrets, and instead uses Knife Jugglers in the spot where Mad Scientists would usually resides. This decision opens up three more spots in your deck to play other cards, and allows the deck to be filled out with more options like Arcane Missiles and Flamestrike. Losing the Mad Scientist package will hurt your early Tempo in games where you draw well, but it increases the consistency of the deck overall, since drawing and playing a Secret for 3 Mana is almost always a weak play.

Spellslinger grants you a strong way to follow up these quick starts with a very solid minion. 3/4 represents premium stats for a 3-drop, and the generation of a random spell is on average better for you than for your opponent, since you have so many cards that synergise with Spells in your deck.

Finally, Flamewaker rounds out your early game perfectly and can provide you with even more Tempo, especially when combined with Sorcerer's Apprentice. This card improves your matchups against decks like Paladin and Zoo significantly, since you are able to clear up their small token minions efficiently, while targetting their more important minions with your removal spells. In this deck Flamewaker also doubles up as an Aggro minion, since you can use it and cast multiple spells like Mirror Image and Arcane Missiles generated by Rhonin, to repeatedly create damage to your opponent.

The key to playing this deck successfully is recognising when to simply race your opponent for damage, and when to go for a more board controlling strategy to create more repetitive damage from your minions over time. This usually comes down to reacting to your hand, if you are holding cards like Archmage Antonidas in your hand, or significant damage in the form of Frostbolt and Fireball, it can be right to engage in a race. Alternatively, if your hand is full of cards that give you longevity like Azure Drake and Arcane Intellect, you can afford to play the long game and aim for board control.

Polymorph: Boar is a new addition to the deck that creates a great deal of flexibility. Previously, many aggressive decks would have liked to include a transform effect like Polymorph or Hex in order to deal with problematic Deathrattle minions, but were unable to because of how slow it is in other situations. Polymorph Boar allows to solve this problem by doubling up as an offensive card that can create 4 extra damage in situations where you do not need it as removal. Using this card on a Mirror Image token, or another small minion that has already attacked, can create a lot of pressure.

Scaling into the late-game, your key cards are Rhonin and Archmage Antonidas. Rhonin is a fantastic card for generating extra burn into your hand. If the Arcane Missiles are not enough to seal the game for you, combining them with Flamewaker or Archmage Antonidas almost certainly will. Archmage Antonidas is your ultimate win condition, and can help seal a game as soon as you are able to get your opponent even close to dying. Due to the amount of cheap spells in the deck, as well as the extra spells generated by Spellslinger and Rhonin, it will usually be straightforward to gather Fireballs using Archmage Antonidas.

3.1. Synergies & Combinations

Mana Wyrm can be buffed with the various low cost spells in your deck. Playing Mana Wyrm and following up with Unstable Portal can be a very strong curve, depending on what the Portal gives you.

Sorcerer's Apprentice also has strong synergy with the spells in your deck. This card is often the difference between simply removing a minion, and removing a minion while putting your own into play. It also combines excellently with Mana Wyrm to create some very scary board states in the early game.

Archmage Antonidas synergises well with the numerous low cost spells in the deck.

Flamewaker also synergises extremely well with the various cheap spells in the deck, especially if you can protect it behind a Mirror Image.

Rhonin is fantastic for generating 3 1-Mana spells, which then combine excellently with Flamewaker or Archmage Antonidas.

3.2. Mulligans & Matchup Specific Strategies

In almost every matchup, your priority should be to get a Mana Wyrm or a Knife Juggler in your opening hand. If you do not have one of these cards, you should be throwing away your whole hand to get one. If you have one of these cards you can start to keep additional cards to support your Mana curve like Sorcerer's Apprentice and Unstable Portal.

Against Aggro matchups, the same rules apply, but you can give a higher priority to cards like Frostbolt and Flamecannon to cement your board presence early, especially if you have Mana Wyrm. Flamewaker is an extremely high priority keep in these matchups, especially if you have The Coin, or Arcane Missiles.

Against Control, you want to focus on simply getting your early game minions to make sure that the Control deck is on the back foot. If you keep cards like Frostbolt and Flamecannon in your opening hand, you will create less pressure on the opponent, and may have them sit dead in your hand for several turns, since Control decks do not commonly play too many early minions.

Against Warrior and Rogue specifically, you should always keep Mirror Image in your opening hand. This card is crucial to protect your early minions from weapons, which are the most common early removal options for these classes. If you are able to continue to build a board for the first few turns while your opponent wastes time punching through your Taunts, you will probably gain enough damage in the early game to spiral into a victory.

3.3. Card Swaps

Polymorph: Boar and a second Flamecannon are fairly interchangeable.

Emperor Thaurissan can be included in the deck in place of one of the late-game cards in order to speed up your win condition with Archmage Antonidas.

Spellslinger can be cut from the deck for another solid 3-drop of your choosing if you do not like the random effect.

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