Tempo Mage Deck List Guide (Rise of Shadows June 2019)
Tempo Mage decks have been developing for a long time in Hearthstone, and although they take a different form in each expansion, the overriding theme remains the same. The idea is to protect your early board and then finish off your opponent using spells.
Over the years Tempo Mage has had a range of minions that synergise with the deck, such as Sorcerer's Apprentice, Flamewaker, and Kabal Crystal Runner, that has caused the archetype to live on and evolve as cards come and go from the Standard format.
The latest version of the deck in the Rise of Shadows expansion rewards playing large numbers of spells, using cards like Cosmic Anomaly to empower them and then Mana Cyclone as a way to refill your hand afterward.
1. Tempo Mage Card List
This Tempo Mage deck costs 5,680 and it is made up of the following cards.
|Mage Cards||Neutral Cards|
2. Tempo Mage Mana Curve
3. Aim of Tempo Mage
The idea of this deck is to get minions onto the board early, and then protect them for long enough that they do significant damage to your opponent. After the board has been lost, you will be looking to use your burn, fuelled by card draw, to deliver lethal damage.
4. Tempo Mage Mulligan
This deck is looking to occupy the board as soon as possible, and protect your minions with spells. As such, all early-game minions like Sorcerer's Apprentice and Spellzerker are great cards to keep in your opening hand.
Against Aggro, you can additionally keep a copy of a cheap spell like Frostbolt to help control the board in the early game.
5. Tempo Mage Strategy
In the early game, you should try to secure the board with minions like Sorcerer's Apprentice and Spellzerker. Sorcerer's Apprentice can be a particularly strong choice as it can be paired with cheap spells like Arcane Missiles or Shooting Star to remove opposing threats as they are played. If you are unable to secure the board, try not to throw away minions for free as powerful swing turns are possible later in the game.
Going into the mid game, you should continue trying to develop minions with Unexpected Results and using spells to protect your board if necessary. If you have been unlucky enough to lose control of the board, you should instead make full use of your Mana to draw cards using Arcane Intellect and Magic Trick.
The deck's main strength is the large number of minion and spell combos available. Such combos are usually required every game and understanding the possibilities is essential for clearing and securing the board. To pull off combos, you first look for some spell damage; this should ideally be Cosmic Anomaly or a Spellzerker damaged by your Hero Power if necessary. With Spell Damage in play, having access to Sorcerer's Apprentice is also very beneficial to maximise the number of spells you can play. This can then be paired with cheap spells like Shooting Star, Arcane Missiles, and Frostbolt to clear out the board. If you have the freedom to do so, you can also add Stargazer Luna to the beginning of the combo or Mana Cyclone to the end to help replenish your resources after expending so many cards in a turn.
When it comes to winning the game, you should prioritise attacking your opponent directly with your minions and use your spells to protect them. However, once board control is lost, you should focus on using all spells directly on your opponent. While this is enough to win the game against most opponents, some resilient classes, like Warrior, may need a little bit extra. For this, you should try to save several cheap spells to pair with Archmage Antonidas to generate multiple additional Fireballs to increase the reach of your burn damage.
6. Tempo Mage Key Cards and Swaps
7. Quick Tips and Tricks
- Use Elemental Evocation in combination with Mana Cyclone to ensure you can generate as many spells as possible.
- Identify when your opponent is going to take over the board and start to launch everything you have at their face at that point.
- Arcane Missiles and Cinderstorm are often better on an empty board as damage spells than they are as board clears. This is not true if the opponent has very small minions.
- Try to use Stargazer Luna when you have Spell Damage and Sorcerer's Apprentices in play.
- 05 Jun. 2019: Deck has been updated for the June balance patch. Removed 2x Messenger Raven for 2x Unexpected Results.
- 01 May 2019: Deck has been updated for the May play season. Removed 2x Arcane Watcher, 1x Bloodmage Thalnos, 1x Kirin Tor Tricaster for 2x Elemental Evocation, 2x Ray of Frost.
- 08 Apr. 2019: Deck has been updated for the Rise of Shadows expansion. Removed 2x Primordial Glyph, 2x Explosive Runes, 2x Arcanologist, 2x Kirin Tor Mage, 1x Mana Addict, 1x Counterspell, 1x Aluneth for 2x Mana Cyclone 2x Arcane Watcher, 2x Kirin Tor Tricaster, 2x Messenger Raven, 2x Magic Trick, 1x Archmage Antonidas, 1x Bloodmage Thalnos.
- 01 Jan. 2019: Deck updated for the January play season. Removed 1x Celestial Emissary, 2x Mana Wyrm for 2x Spellzerker, 1x Mana Addict.
- 01 Oct. 2018: Deck has been reviewed for the October play season.
- 18 Sep. 2018: Budget version of the deck has been updated. Removed 1x Celestial Emissary, 2x Vex Crow, 1x Mirror Entity for 2x Research Project, 2x Cosmic Anomaly.
- 01 Sep. 2018: Deck updated for the September play season. Removed 1x Pyroblast, 1x Celestial Emissary, 1x Counterspell for 2x Cosmic Anomaly, 1x Stargazer Luna.
- 09 Aug. 2018: Guide updated for The Boomsday Project expansion, removed 2x Amani Berserker, 2x Lifedrinker for 2x Celestial Emissary, 2x Shooting Star.
- 01 Jul. 2018: Monthly checkup. Deck is up to date.
- 26 May 2018: Aggro Tempo Mage Guide added. A fun, and strong, deck which puts heavy pressure on the opponent from the very start.
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