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Elemental Mage Deck

Last updated on Jan 24, 2018 at 04:06 by Pesty 42 comments

Table of Contents

Elemental Mage takes the powerful spell synergy of Tempo Mage decks and combines it with the strong Battlecry effects that come with the Elemental tribe. Thanks to the Elementals, the deck is capable of a strong board presence throughout the game, while not sacrificing the ability the ability to easily burn down opponents from high Health totals.

1. Card List

This deck costs 6,060 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards

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2. Mana Curve


3. Strategy

Tempo Mage is a deck that aims to curve out aggressively while using spells to keep opponents in check as it dominates the board. This version of the deck additionally uses Elementals to develop an even stronger board presence than usual. As the deck is so spell heavy, it is also able to quickly shift gears and use any remaining spells to quickly burn down opponents once its finished dominating the board.

3.1. Mulligans & Matchup Specific Strategies

In every matchup you are looking for the fastest possible start. This usually starts with Mana Wyrm and Sorcerer's Apprentice in combination with a cheap spell such as Frostbolt, Primordial Glyph, or Flame Geyser.

Against Control, you can choose to keep Arcane Intellect as your additional spell, or look for a turn 3/4 play such as Tar Creeper or Steam Surger if you already have Mana Wyrm and Sorcerer's Apprentice.

3.2. Getting The Fastest Possible Start

As a Tempo Mage, the early turns are the most important part of the game and mastering them is key to success. When all goes to plan, your early turns will usually involve playing Mana Wyrm followed by Sorcerer's Apprentice and if your opponent does not have a swift response, you can often win the game because of these 2 minions alone. As they are so powerful, it is important to try and keep them alive at all costs. In situations where your opponent has board initiative and playing one of the minions will result in your opponent killing it immediately, so consider playing a less important cheap minions such as Pyros or Shimmering Tempest. While this works sometimes, the more common response is to try and pair your minions with a spell. By waiting until Turn 3, you can often pair your Wyrm or Apprentice with a Frostbolt or Flame Geyser to develop your board and kill an opponent's minion in the process. This line of play stays true the style of the deck and should be done whenever possible.

Primordial Glyph plays a deceptively key role in the deck. While it may not look like anything special at first, it is a perfect fit for deck and adds a new level of flexibility. The card has a Mana cost of 2, which is equal to the Mana reduction of the card it Discovers, as long as the Discovered spell has a base cost of at least 2, this results in a net cost of 0, which is solid. However, when combined with Sorcerer's Apprentice the initial spell has its Mana Cost reduced, which is already great, however the Discovered card can also be played for a discount, double dipping in the powerful effect of Sorcerer's Apprentice. Additionally, with a Mana Wyrm to play it is also possible to use Primordial Glyph to Discover a copy of itself, providing a free attack buff for your Mana Wyrm and allowing you to Discover another spell at no cost.

3.3. Planning Ahead

The Elemental tribal mechanic relies on having played an Elemental on the previous turn in order to benefit from powerful Battlecry effects. Therefore, it is important to have a clear vision of how the future turns will pan out to get the maximum benefit, as most of the cards are very poor without their Battlecry effects.

When planning ahead you should always try to retain an Elemental in your hand, as your game can fall apart quickly if you draw a powerful Elemental and have no way to activate it. The best way to do this is to try and hold back a cheap Elemental such as a 1/2 Elemental token. In situations where you have many activators in hand you should begin considering preparing for cards you could draw. For example, if your opponent has a 5-Health minion on board playing for Turn 6, consider playing out a cheap Elemental should you draw Blazecaller on the following turn. Although this may seem like a risky line of play, the potential gain is so huge that it is worth the minimal loss most of the time, the same can be said for Tol'vir Stoneshaper on Turn 4 and Servant of Kalimos on Turn 5.

3.4. Late-game Value

This deck contains one of the most powerful late-game tools available, Frost Lich Jaina. It greatly changes the dynamic of games. The new Hero Power, Icy Touch, turns a simple 1 damage into a Water Elemental generating machine that opponents will struggle to deal with. The additional effect that provides you Elementals with Lifesteal allows you to take a much slower strategy, allowing you to compete against Control decks that you may not had the resources to do otherwise without worrying about losing Health from lack of board control.

3.5. Ending The Game

For most of the game, you will be using spells to control the board while your minions damage your opponent and make the occasional trade. Throughout this process you should always keep in mind how much damage you have in your hand and on the board relative to your opponent's Health. Eventually, you will hit a point where it is no longer worth it to kill minions and just attack your opponent directly, killing them with a combination of spells and minions over a number of turns.

In some games you will lose control of the board far sooner than you would like, or your opponent puts big Taunt minions in the way. In these situations, it is worth asking yourself if it is worth wasting spells on their minions. In situations where you are only a few damage short, it may be worth using that a Fireball on your opponent and weaving in a few Fireblasts over a couple of turns rather than killing a minion so your Shimmering Tempest can attack once. In situations where the board is lost and the situation is dire, it is important to be aware of your outs. For example, if your opponent is at 12 Health and you only have a Fireball in hand, your only out is drawing your second copy of Fireball for an exact 12 damage; if you were to use that Fireball on an opponent's minion instead, it may keep you alive an extra turn or two, but it will prevent you from being able to get enough damage to win the game.

4. Card Swaps

Shimmering Tempest, Tol'vir Stoneshaper, and Tar Creeper all represent flexible slots in the deck and you can consider replacing them with other spell or Elemental cards such as Flamestrike, Firelands Portal, Arcane Missiles, Mirror Image, Igneous Elemental, Fire Fly, or Babbling Book, based on what you feel will help against current meta decks.

5. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. She is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

6. ChangeLog

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  • 24 Jan. 2018: Removed 1x Aluneth for 1x Arcane Intellect
  • 08 Dec. 2017: Deck updated for the Kobolds and Catacombs expansion. Removed 2x Water Elemental, 1x Sindragosa, 1x Tol'vir Stoneshaper, 1x Arcane Intellect for 2x Lesser Ruby Spellstone, 2x Leyline Manipulator, 1x Aluneth.
  • 12 Aug. 2017: Deck updated for KotFT expansion. Removed 2x Fire Fly for 1x Frost Lich Jaina, 1x Sindragosa.
  • 28 Jun. 2017: Guide updated to new archetype format.
  • 08 Apr. 2017: Deck added.
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