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Season 18 Tempo Mage GvG Wild Deck

Last updated on Mar 23, 2015 at 16:16 by Sottle 27 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Disclaimer: this deck has been archived.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.

Tempo Mage is a new Mage archetype that has recently appeared as an alternative to the common Mech Mage. It holds fairly consistent matchups across the board, being able to deal with the fast starts of Aggro decks, while itself being too fast for many slow Control decks to deal with.

This deck, or a very slight variation thereof, is one of the decks that I used to get top 4 at the Gfinity Masters event in London against World Class competition.

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. S18 Tempo Mage GvG Wild Deck

Our deck costs 5,900 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Tempo Mage is a new Mage archetype that uses synergistic early game cards to gain an early advantage, and then tries to press that advantage with a consistent curve of mid-game minions to create large amounts of pressure on the opponent. It is a very proactive deck, meaning that the best play on any given turn, is usually the one that advances your board position the most.

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. Although there is a risk of Mad Scientist drawing Counterspell, which is much less effective in the early-game, especially if your opponent had The Coin, the potential to gain a huge early-game advantage is worth the risk.

From this point, the deck becomes quite straightforward to play. You will simply look to play on curve, dropping an efficient threat each turn. If you were unable to secure an early game curve, and find yourself behind on the board, you are still able to fight efficiently for the board with cards like Piloted Shredder and Sludge Belcher, in combination with Mage's efficient removal spells like Frostbolt, Flamecannon, and Fireball. Always keep in mind the effect Sorcerer's Apprentice will have on your turns when you are choosing to cast spells, you can usually create a better position by getting Sorcerers Apprentice on board than by simply casting removal spells and leaving the board empty.

The deck also features a Kezan Mystic in order to deal with enemy secrets. Although Kezan Mystic has the potential to be a dead card in some matchups, playing it in a deck that features its own Secrets actually increases the amount of potential activators for the card. Not only is it incredibly powerful against classes that do run Secrets, it can also be used to regain a Secret from other classes that are running Kezan Mystic to counter you.

Moving into the late-game, this deck plays multiple threats in order to seal the game once your opponent is on the back foot. Sylvanas Windrunner is a very useful card in a deck such as this one, since it allows you to ignore minions on board you are unable to deal with efficiently, instead putting the pressure back onto your opponent. Dr. Boom is a fantastic option at almost any point, functioning both as pressure, and a catch up tool. Finally Ragnaros the Firelord is your final trump card to take the game away from your opponent, especially if they have already used their Big Game Hunter or other removal on killing Dr. Boom.

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.

Kirin Tor Mage is included in the deck to help make your Secrets more powerful if you happen to draw them before your Mad Scientists.

3.2. Mulligans & Matchup Specific Strategies

In almost every matchup, your priority should be to get a 1 Drop minion 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. Keeping Piloted Shredder is also usually fine if you have The Coin.

Keeping Kirin Tor Mage + Mirror Entity in your opening hand is fairly strong against classes that do not usually have weak minions to drop against your Mirror Entity, such as Druid.

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. Piloted Shredder is usually not a good keep in these matchups, as it is too slow to have an effect on matchups against really agressive decks.

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.

Kezan Mystic should be kept against classes that play Secrets, since these classes will always keep Mad Scientist in their opening hand, meaning your Kezan Mystic is very likely to be able to come down on curve and steal a secret.

3.3. Card Swaps

1 x Bomb Lobber can be included for 1 x Azure Drake. Bomb Lobber fits nicely with the tempo theme of the deck, but sacrificing an Azure Drake will lead to less consistency in the deck due to reduced card draw.

1 x Flamecannon can be cut for 1 x Flamestrike. Flamestrike will increase your late-game power, and give you a catch-up mechanism if you fall behind, but it will reduce the consistency of your powerful starts.

Kezan Mystic can be removed from the deck if you are not finding good use for it. Either of the above replacements is a fine choice to include in its place, as are Arcane Intellect or an additional midrange minion such as Water Elemental or a Spectral Knight.

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