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Season 20 Legendary Mage Dragon Control BrM Wild Deck

Last updated on Jul 08, 2015 at 20:22 by Sottle 37 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Disclaimer: this deck has been archived.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.

The following guide outlines how to play a Dragon Control Mage deck. It is an extremely flexible deck that is competitive against a wide variety of styles. It plays enough survival cards to function well against Aggro, while still finding room for enough proactive threats to be strong against heavy Control decks at the same time. Many players have had strong success with this deck on ladder, although it is yet to make a big appearance on the tournament scene.

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 Legendary Mage Dragon Control BrM Wild Deck

Our deck costs 6,120 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

2.1. Mana Curve

0
1
4
5
4
9
1
6

3. General

Dragon Mage is a Control Deck that is well tailored to the current meta. It combines early game drops to be able to deal with early aggression, and then has answers to both large single target drops, or multiple small minions. On top of this, it plays a large amount of its own powerful threats in order to compete with other Control decks.

In the early game, you will look to mulligan hard for your Zombie Chow, especially against decks that you suspect will have early aggression of their own. Your other early game card of note is Mad Scientist but special care has to be taken when playing this card in the early game. Since Mad Scientist has the ability to pull Duplicate from your deck, you should be careful playing it out on a board that already has a low value card like a Zombie Chow on it, in case your opponent is able to engineer a situation where they Duplicate a card that you do not want them to.

Moving forward, starting at turn 3 you can start to drop much more proactive threats that will generally outvalue the minions your opponent is playing at the same time. The curve of 3/5 Blackwing Technician into Twilight Drake as a 4/6 or bigger will cement your position on the board and give you an excellent platform to build on for the rest of the game. Twilight Drake is also an excellent target to get Duplicated from an early Mad Scientist drop, since it will serve the double function of providing you with more threats and filling up your hand to increase the Health of the Drakes themselves.

Managing your Duplicate correctly is key to the success of the deck. It can be a difficult card to gain value from, but generally you should be aiming to Duplicate a high value target such as a Twilight Drake or something even further up the curve. Against specific matchups however, it can be beneficial to try and Duplicate specific tech cards to get repeated value. For example, gaining multiple copies of Big Game Hunter can be hugely beneficial against a Control deck, while gaining multiple Antique Healbots can be extremely hard for an Aggro deck to overcome. The important thing to remember in all scenarios though is not to expose a weak minion to the board when you have a Duplicate in play.

Part of the strength of this deck is its flexibility. It is able to win games through a Tempo game with a strong curve of minions, but if you do not get that curve, it is still able to stay in the game with survival mechanisms such as Ice Barrier, Ice Block, Alexstrasza, and Antique Healbots. As a Mage, you also have access to some of the best removal options in the game for a variety of different situations, with Polymorph to take care of must kill minions like Sylvanas Windrunner or Emperor Thaurissan, and Flamestrike to provide essential board clears against flood decks like Grim Patron Warrior and Zoo Warlock.

Once you have reached the late-game, this deck plays a collection of threats that is competitive with even the most heavy Control decks. The three high curve Dragons in the deck, Alexstrasza, Ysera, and Nefarian are all potential win conditions in their own right, but also serve the double purpose of activating all your Dragon synergy cards throughout the game if you draw them early. On top of this, Dr. Boom, Emperor Thaurissan, as well as a large pool of midrange minions will provide you with an extremely threatening late-game.

Somewhat uniquely for a Mage deck, this build does not contain a great deal of direct damage, with 2 Frostbolts being the only burn spells used. Because of this, your win condition with the deck is either to curve out effectively with your midrange threats and Tempo the opponent out of the game, or alternatively simply survive long enough to take control in the late-game with your high value cards. The important thing in both these scenarios however, is that you need to have control of the board to win the game, so this should be your primary focus at all times. Generally the best play with this deck is the one that ends your turn in the most secure board position possible.

3.1. Synergies & Combinations

Blackwing Corruptor and Blackwing Technician's abilities are both activated by the numerous Dragons featured in the deck.

Emperor Thaurissan although not opening up any particular combo possibilities is excellent for providing a discount on your various high value cards.

3.2. Mulligans & Matchup Specific Strategies

In almost all matchups you will be looking to mulligan for Mad Scientist and Blackwing Technician. If you are able to secure the perfect curve of these two cards along with a Twilight Drake, you should almost always keep this hand.

Many players are tempted to keep a 9 Mana Dragon card in order to activate an early Blackwing Technician. This is usually a bad idea, but can be considered if the rest of your hand is very strong.

Against decks that you suspect to be aggressive like Hunter or Mage, you should mulligan more aggressively for early board control tools like Zombie Chow and Frostbolt.

Against heavy Control decks you can keep a slower hand. Passing early turns into a large Twilight Drake on turn 4 is usually quite effective in slow matchups. Emperor Thaurissan is also a possible keep in these matchups, but only if you have The Coin and an otherwise strong hand.

3.3. Card Swaps

Harrison Jones can be included in the deck in place of one Sludge Belcher if you are encountering a large percentage of Weapon matchups.

A single Fireball can be included in the deck in place of a Azure Drake or Sludge Belcher in order to provide some more removal options, as well as some potential burst damage.

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