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Burn Mage Deck

Last updated on Apr 12, 2018 at 00:37 by Kat 13 comments

Table of Contents

Burn Mage takes advantage of the powerful range of Mage spells and uses them to Control the board. By using spells in this manner in combination with the Mage Hero power, it is possible to slowly grind down opponents, making them susceptible to being finished off by the many burn damage options available.

1. Burn Mage Card List

This deck costs 8,200 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

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2. Burn Mage Mana Curve


3. Burn Mage Strategy

Burn Mage is a slow-paced deck that aims to grind opponents out of the game with high quality removal. It is a well-rounded deck that is able to adapt to play against both Aggro and Control decks thanks to the numerous Discover cards in the deck.

4. Burn Mage Mulligans & Matchup Specific Strategies

You should aim to keep cards like Mana Wyrm and Arcanologist in all matchups, as they provide you with proactive options during the opening turns.

Against Aggro, you can keep additional early-game cards such as Frostbolt, Doomsayer, and Medivh's Valet.

Against Control decks, you can be much greedier can keep cards like Medivh, the Guardian and Arcane Intellect to help put you into a stronger position going into the late-game.

4.1. Understanding the Pace of the Game

The overall strategy of Burn Mage relies heavily on reactive gameplay. You will need to swiftly assess the tempo of your opponent's deck and respond accordingly.

Against Aggro decks you will want to play as fast as possible to minimise the amount of pressure your opponent will be able to apply. During the early-game this usually involves playing any minions you can to contest the board, even if they can be easily removed, since it is unlikely you will have an opportunity to play them later in the game. In this situation, Medivh's Valet can often be played just as 2/3 minions, as slowing down your opponent will nearly always be more useful than the Battlecry effect later in the game. Just like with minions, efficient use of spells is not important against aggressive decks and you should not hesitate to use more expensive spells such as Fireball to deal with lesser minions such as Murloc Tidecaller or Bloodsail Raider, if it slows your opponent down.

Against Control decks you should aim to be as efficient as possible with your cards and it is often worth taking smalls amounts of damage if it means you can get more value in a later turn. With cards like Meteor and Flamestrike, you should aim to get maximum value to slowly develop a card advantage over your opponent. When using Discover effects such as Primordial Glyph, it will often be best to take the highest cost card if there is no threat of your opponent killing you, as these will yield the most overall value. When using Medivh, the Guardian, you should aim to follow up with the most expensive spells possible to get maximum value out of Atiesh. You should aim to play Frost Lich Jaina as soon as it is safely possible in these matchups, as the value from free Water Elementals generated by Icy Touch will snowball over time, leaving you with a significant card advantage.

4.2. Evaluating Random Effects

Many of the decks most powerful cards have certain random elements, which can offer a significant advantage once you begin to understand them. You will frequently find yourself in situations where you do not have the perfect card for a given situation, which is where Discover effects come into play. Before playing cards like Primordial Glyph you should first consider what options you would like, but also your plan if you do not get them. For example, if you opponent is threatening to kill you on board on turn 5 and you have Ice Block in hand, it is worth using Primordial Glyph to try and find a suitable alternative such as Frost Nova or Volcanic Potion, while leaving you 3 Mana available for Ice Block if you Discover nothing useful. In this same situation, using Arcane Intellect for the same goal, would leave you with not enough Mana to play Ice Block afterwards. Similar consideration should be made when using Firelands Portal, in dire situations, there are many 5 Mana Taunt minions that can potentially keep you alive another turn, or even Leeroy Jenkins and Doomguard to potentially burst down your opponent if you have no other options available. Medivh, the Guardian functions very similarly, however there is a much broader range of potential outcomes which can be manipulated based on the Mana cost of the spells you choose to play.

4.3. Ending The Game

Most of the time your win condition will stem from running your opponent out of cards, causing them to slowly get whittled away by whatever remaining minions you are able to play onto the board. However, the Discover effects can also have a large influence on how the game ends. As the deck contains Alexstrasza and Pyroblast, there is always the potential to burst down unsuspecting opponents. If you find yourself in a situation where you have drawn mostly spells against a passive opponent, it is always worth considering the option of using your Discover effects for additional burn spells to quickly burst down unsuspecting opponents. Taking this line of play is not without risk, for if your opponent has access to burst healing, you may find yourself unable to finish them off, leaving you low on cards and in a very poor position to grind down your opponent.

5. Burn Mage Card Swaps

Although the deck does contain some core cards, most of the cards are very flexible and can be tailored to suit your needs.

Some alternative cards that can be used in the deck include Babbling Book, Sorcerer's Apprentice, Polymorph, and additional copies of Flamestrike, and Meteor.

This deck can also be adapted into a style closer to Freeze Mage by including Blizzards instead of Meteor and Flamestrike.

6. About the Author

This guide is presented to you by Kat, a professional Hearthstone player competing at the highest level since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

7. ChangeLog

  • 11 Apr. 2018: Deck moved to the Wild format.
  • 14 Feb. 2018: Removed 1x Aluneth, 1x Volcanic Potion for 2x Frost Nova
  • 08 Dec. 2017: Deck updated for the Kobolds and Catacombs expansion. Removed 2x Kabal Courier, 1x Polymorph for 1x Aluneth, 2x Doomsayer
  • 13 Aug. 2017: Deck updated for the KotFT expansion. Removed 1x Elise the Trailblazer for 1x Frost Lich Jaina.
  • 07 Jul. 2017: Guide updated for new archetype format.
  • 09 May 2017: Deck added.
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