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Season 8 Mid Budget Mage Aggro/Rush Wild Deck

Last updated on Jul 06, 2014 at 16:23 by Poyo 30 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Disclaimer: this deck has been archived.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.

On this page, you will find a S8 mid budget Mage Aggro/Rush Wild deck. It costs 2,600 Arcane Dust to make (counting common cards) and will help you make your way towards the top of the rankings.

1. S8 Mid Budget Mage Aggro/Rush Wild Deck

Our deck costs 2,600 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

1.1. Mana Curve


2. Strategy

Our Mid Budget Mage Aggro/Rush Deck is extremely aggressive and can easily build up insane pressure on the board, bringing your opponent low on health and finishing them with variety of cost-efficient nukes.

Most aggressive Mage decks seem fairly easy and straightforward to play, however in practice, emptying your entire hand and going after your opponent's face will often leave you a few damage short of a victory, as your board can easily be wiped by a single AoE and your spells might not do enough damage to finish your opponent.

The early game is extremely important, and you should always attempt to put as much pressure on your opponent as possible by expanding on the board with your cheap minions, such as Mana Wyrm, Leper Gnome, Loot Hoarder, Knife Juggler, and Sorcerer's Apprentice, while playing smartly around your opponent' class-specific AoE spells. Always attempt to lure out your opponent's AoE spells as efficiently as possible, and consider playing an Arcane Intellect or a Loot Hoarder rather than further expanding on the board, when you are already offering your opponent a 2-for-1 or more for their AoE spell.

Most of your removal Spells can be considered direct damage, and ultimately your finisher, however in the early stages of any match, you should focus on using your Arcane Missiles, Frostbolt, and even a Fireball to eliminate your opponent's minions rather than attempting to save them as a finisher.

You need to understand that in most games, you will eventually lose your board and you should always make the best out of your minions. Apply as much pressure in the early stages of the game, and as soon as your opponent is close to kill range (or when it becomes inefficient to trade your minions or use your spells as removal) dedicate all your resources to direct damage and finish your opponent.

2.1. Synergies and Combinations

Mana Wyrm will gain an extra attack each time you play a spell, including The Coin. Mirror Image may seem like a bad card, however in most situations they will be used to buff your Mana Wyrm and delay your opponent, allowing your minions to freely pressure your opponent.

Knife Juggler will increase the pressure on your opponent when you play any other minion, and unless you have already played a Mana Wyrm, saving your Mirror Image to protect your Knife Juggler and inflicting 2 damage in the process might be a good idea.

Water Elemental and Frostbolt provide Freeze which will turn your Ice Lance into a 4 direct damage, which can be used as a great finisher.

The deck offers extremely strong finishers, and with Sorcerer's Apprentice you can boost their Mana efficiency.

This can potentially be expanded, however the more cards involved in your finisher, the harder it will be to execute as you will often be limited by your hand size.

2.2. Mulligan / Starting Hand

As already mentioned, early game is extremely important and you should always aim for an aggressive start. You should mulligan away any expensive cards and attempt to start with a Mana Wyrm or other cost-efficient minions in order to put pressure on the board early.

Essentially, anything exceeding 2 Mana is considered expensive and you should never keep such cards in your hand. Mirror Images can often be swapped if you do not have a Mana Wyrm or Knife Juggler in your starting hand, however when playing against a Warrior, you should always keep them to counter a Fiery War Axe.

2.3. Card Swaps

Argent Commander can be used as a finisher or it can potentially allow you to keep the board a bit longer, however if you wish to become even more aggressive, you can consider swapping your Argent Commander with Arcane Golem.

Should you be constantly matched against decks with many Taunters, you can potentially consider including Ironbeak Owl in your deck to bypass the Taunt mechanic when going for the kill.

3. ChangeLog

  • 06 Jul. 2014: The deck has been reviewed and deemed valid for Season 4.
  • 08 Jun. 2014: Updated the deck for Season 3.
  • 25 Mar. 2014: Revamped the deck.
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