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Season 20 Aggro Tempo Mage BrM Wild Deck

Last updated on May 02, 2015 at 12:44 by Sottle 19 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Disclaimer: this deck has been archived.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.

In this guide you will find instruction on how to play an aggressive build of Tempo Mage. It is similar to other Tempo Mage decks, but is focused more on consistent aggression than scaling into the mid- and late-game. It is extremely strong at dealing with decks that are not able to effectively fight from behind such as Druid, as well as other aggressive decks, due to how effective Flamewaker is at clearing small minions.

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. S20 Aggro Tempo Mage BrM Wild Deck

Our deck costs 5,720 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

2.1. Mana Curve


3. Strategy

This build of Mage is a combination of the Midrange Tempo Mage and more aggressive burn based Mage decks. It sacrifices some late- and mid-game power for more card draw and aggression, allowing you to consistently keep up pressure on your opponent.

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.

Finally, Flamewaker rounds out your early game perfectly. This strong new addition from the Blackrock Mountain adventure 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 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.

In the late-game, you have multiple threats to seal the game. Since your early game is so aggressive, your opponent will usually forced to use premium removal spells on smaller minions like Flamewaker in order to survive, clearing the way for your late-game. Sylvanas Windrunner and Dr. Boom are both fairly standard finishers in the current meta, and both serve the alternate purpose of helping you to recover the board state if you have fallen behind. Archmage Antonidas is your ultimate win condition, and through generation of Spare Parts as well as the various 1 Mana spells in the deck, you will almost always be able to gain multiple Fireballs very easily.

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, as well as the Spare Parts you gain from Clockwork Gnome.

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

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.

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 option 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

Bloodmage Thalnos can be included in place of Loot Hoarder. While it is a less aggressive minion overall, it can swing games in your favour because of how good Spell Damage is in this deck.

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.

1 x Azure Drake can be cut from the deck for a Duplicate, since Duplicate provides a card draw effect to serve the same purpose.

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