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Legendary Tempo Mage Wild Deck

Last updated on Jun 28, 2016 at 07:26 by Sottle 31 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. Whispers of the Old Gods has introduced Faceless Summoner which brings a ton of value to the deck and fills in the awkward 6 Mana slot that the deck has always struggled with.

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 Tempo Mage Wild Deck

Our deck costs 4,540 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

2.1. Mana Curve

0
5
10
5
4
2
2
2

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.

Another hugely important card for early game tempo in this deck is Mad Scientist. Getting a Mad Scientist into play early that draws a Mirror Entity can be a huge amount of tempo for you, especially against decks that do not commonly have cheap minions to activate your Secret with, like Druid.

Counterspell is included as a 3rd Secret in this deck to try and slow down your opponent's answers to your early Tempo. Counterspell can be awkward to use as you have to wait for your opponent to use The Coin in order to get value. However, these situations aside, Counterspell can be excellent for removing your opponent's options for countering your board.

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 Arcane Blast and Arcane Missiles, 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.

Faceless Summoner is an extremely powerful card on 6 Mana that fills a very necessary slot in the deck. Previously Tempo Mage players have experimented heavily with the 6 Mana slot trying to find the right answer for the deck. Faceless Summoner provides exactly what you want in the deck, outstanding board presence and excellent aggression to back up your early Tempo plays.

Scaling into the late-game, Your key cards are Dr. Boom and Archmage Antonidas. Dr. Boom is simply an extremely versatile and threatening late-game play, and can consolidate your position when backing up your early aggression. 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, 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.

3.2. Mulligans & Matchup Specific Strategies

In almost every matchup, your priority should be to get a Mana Wyrm or a Mad Scientist 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.

3.3. Card Swaps

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

The Secrets package can be adjusted to include any combination of Mirror Entity, Duplicate, and Counterspell.

Piloted Shredder can be swapped for Water Elemental to have more impact against weapon classes such as Warrior and Paladin.

Ethereal Conjurer and Azure Drake are interchangeable and you can feasibly play any combination of these cards.

4. ChangeLog

  • 28 Jun. 2016: This deck has been reviewed and deemed appropriate for the current Wild meta.
  • 25 Apr. 2016: Update for Wild Meta and to reflect card nerfs.
  • 15 Mar. 2016: Removed 1 x Water Elemental for 1 x Arcane Intellect
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