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Season 10 Mid Budget Mage Aggro/Rush Naxx Wild Deck

Last updated on Dec 05, 2014 at 07:25 by Sottle 11 comments

Table of Contents

Disclaimer: this deck has been archived. It remains on the website for documentation purposes, but we no longer maintain it and no longer guarantee that it works well in the current meta-game.

This guide outlines an Aggro Mage deck. It is extremely fast paced and can quickly overwhelm your opponent if they cannot regain control early enough. As with most Aggro decks it can seem simplistic to play, but there is lot of nuance in maximising your damage over time. It is relative cheap to craft and can be competitive at a high level on the Ladder.

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. S10 Mid Budget Mage Aggro/Rush Naxx Wild Deck

Our deck costs 2,540 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Aggro Mage is an extremely fast and aggressive deck that simply aims to burn your opponent down as fast as possible. It plays an extremely low curve of minions and a high quantity of direct damage. It is one of the fastest decks in the game and will win most race situations, but it can suffer when faced with Control decks such as Warrior or Priest.

As with any deck, your early game turns are extremely important. You will want as aggressive as possible a start with minions such as Mana Wyrm, Undertaker, Leper Gnome, and Knife Juggler. On top of this, the most important minion in your deck is Mad Scientist and you will also look to get this minion in play as early as possible.

Once you have established your early game board, it is time to start pushing for damage immediately. You will look to prioritise attacking your opponent's life total directly, only making trades when it protects a more important minion. For example, trading a Leper Gnome into a minion to protect a Knife Juggler or Undertaker. Outside of these situations you will look to aggressively push damage onto your opponent and rely on the fact that they are forced to make the trades for you to stifle your aggression.

As mentioned previously, your Secrets and Mad Scientist are key to the deck. It is often correct to trade your Mad Scientist into one of your opponent's minions in order to try and summon your Counterspell. This is especially true going into key turns for your opponent, such as a Priest's turn 5 when they are likely to cast Holy Nova. In an ideal world you will not draw your Secrets and will only summon them through Mad Scientist, since paying 3 Mana for a Secret is often too slow for this deck.

Going into the late-game you will look to build up sufficient damage in your hand to finish your opponent. Cards like Frostbolt, Ice Lance, and Fireball can create huge damage combos in conjunction with each other. Be vary careful about using these spells as removal options, particularly Frostbolt. Using both of your Frostbolts to remove creatures will leave the Ice Lances dead in your deck, unable to do anything without an activator. Your Fireballs are much more free to be used as a removal spell, but even then, you should only do so in the case where it frees up your minions to do more damage over the course of the game. Using spells as removal becomes stronger when you have a Counterspell in play, since without minions on the board your opponent is unlikely to be able to answer your own minions, creating massive repetitive damage.

3.1. Synergies & Combinations

Using Mirror Image with a Knife Juggler on the board will give you 2 knife shots for 1 Mana whilst protecting your Knife Juggler.

Mana Wyrm in combination with cheap spells can get you off to a very fast start. For example, turn 1 Mana Wyrm, The Coin, Mirror Image will create a 3/3 Mana Wyrm and put some Taunts in place to protect it.

Similarly, Undertaker in combination with cheap Deathrattle minions like Leper Gnome and Mad Scientist can also get you off to a fast start.

3.2. Mulligans & Matchup Specific Strategies

You always want to mulligan extremely hard for a fast start involving either Mana Wyrm or Undertaker. Mad Scientist is another key card in the deck that should almost always be kept. Contrary to this, you should never keep any actual Secrets in your hand since the Mana cost is too high for this deck to ever play a Secret naturally. Frostbolt is another reasonable keep against decks that will try to answer you back with their own early minions instead of removal spells. Keeping Frostbolt is especially good in combination with Mana Wyrm.

Aside from this, there are not too many matchup specific concerns to worry about. Just pay attention to your opponent's Mana cost and what their likely response to your board will be. For example, against a Paladin going into turn 4, try to keep your minions out of Consecration range. If this is not possible, then consider playing a Counterspell, or hold enough minions back in your hand that you can use to refill the board afterwards. Mirror Entity can also be a useful tool to disrupt your opponent. Many decks have key turns where they look to drop a specific minion, such as a Druid's turn 7, or a Handlock's turn 4. Playing a Mirror Entity is extremely powerful on these turns to try and steal those minions for yourself. Even playing Counterspell as a Mirror Entity bluff can be strong as they will often have to test against Mirror Entity anyway.

3.3. Card Swaps

Haunted Creeper can be cut from the deck for an additional Secret, in the form of Counterspell or Mirror Entity. Both are valid choices, so just pick the one you find most useful.

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