Elemental Mage Deck List Guide (The Boomsday Project September 2018)

Last updated on Sep 24, 2018 at 08:55 by Kat 50 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 to easily burn down opponents from high Health totals.

The Boomsday Project added a few cards to support non-spell variants of Elemental Mage, but little support overall. As a result, Elemental Mage is not a high-level deck, but is still very reasonable at non-Legend ranks.

1. Elemental Mage Card List

This Elemental Mage deck costs 6,720 Arcane Dust and it is made up of the following cards.

Mage Cards Neutral Cards
Export string: AAECAf0EBMrBAuvCAsfHApvTAg27ApUDqwTmBJYFwsECwsMCysMCmMQCyMcCltMCvuwCzvICAA== (copy to clipboard)

2. Elemental Mage Mana Curve


3. Elemental Mage Strategy

Elemental 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 it is finished dominating the board.

4. Elemental Mage 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 or Primordial Glyph.

Against Control, you can choose to keep Arcane Intellect or Lesser Ruby Spellstone 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.

4.1. Getting The Fastest Possible Start

As Elemental Mage is a Tempo deck, 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 thanks to 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, consider playing a less important cheap minion 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 to develop your board and kill an opponent's minion in the process. This line of play stays true to 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 in 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.

4.2. 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 Steam Surger on Turn 4 and Servant of Kalimos on Turn 5.

4.3. 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.

4.4. 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 that 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.

5. Elemental Mage Card Swaps

Shimmering Tempest, Servant of Kalimos, 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, Arcane Missiles, Mirror Image, Water Elemental, Fire Fly, Book of Specters, or Archmage Arugal, based on what you feel will help against current meta decks.

6. Alternative Elemental Mage Decks

This section contains alternative Elemental Mage variants that can be used instead of the deck used in the main guide. The variants listed are of a similar level but have some slight differences in how they are played.

6.1. Minion Elemental Mage

Mage Cards Neutral Cards
Export string: AAECAf0EBIsDysECmcICm9MCDeEHl8ECwsEC68ICwsMCysMCx8cCyMcCvuwCzu8CzvICw/gCtfwCAA== (copy to clipboard)

This minion-heavy Elemental Mage variant cuts out all non-essential spells to maximise the value of Book of Specters. The lack of spells makes it very difficult to empty your hand of cards due to many of the Elementals in the deck adding another card to your hand when played. This allows Mountain Giant, Meteorologist, and Astromancer to all be excellent additions to take advantage of the naturally large hand-size of the deck.

7. Budget Elemental Mage Deck

This budget variant removes a few of the more expensive cards, like Primordial Glyph, Blazecaller, Frost Lich Jaina, and Pyros to make the deck more accessible for players on a budget, while still trying to remain as competitive as possible.

Mage Cards Neutral Cards
Export string: AAECAf0EAuvCAsLsAg67ApUDqwTmBJYFv8ECwsECmcICwsMCysMCx8cCltMCzesCzvICAA== (copy to clipboard)

As most of the expensive cards removed from the deck are also late-game tools, this budget variant is naturally much less powerful in longer game. To compensate for this, you should aim to be more aggressive in your strategy to try and bring the game to a close before you find yourself in a situation that you need a card like Frost Lich Jaina. To add to the deck's early tempo, Leyline Manipulator has been added to the deck to pair with cards generated by Lesser Ruby Spellstone, Steam Surger, and Shimmering Tempest. Additionally, a copy of Cauldron Elemental has also been included as a finisher to help turn cheap Elementals into burst damage.

8. Wild Elemental Mage Deck

As the majority of the Elemental cards in the game are still part of the Standard format, there is currently no Wild variant of the deck available.

9. Quick Tips and Tricks

  • Try to utilise cheap spells and Elemental Battlecries to stay in control of the board throughout the game.
  • Despite Elemental Mage being a tempo deck at heart, it has a lot of late-game tools available that allow it to grind down control decks.
  • Carefully plan your turns several turns in advance so that you can ensure you are able to activate the Battlecries of Elementals that require an Elemental played on the previous turn.

10. Similar Hearthstone Decks

If you enjoyed playing Elemental Mage, we have many other Hearthstone deck guides you may enjoy.

11. 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.

12. Changelog

  • 24 Sep. 2018: Guide updated to the new format. Wild and Budget variants added.
  • 01 Jul. 2018: Guide updated for the July play season. Removed 1x Tol'vir Stoneshaper, 2x Flame Geyser for 2x Lesser Ruby Spellstone, 1x Servant of Kalimos
  • 24 Apr. 2018: Removed 1x Servant of Kalimos, 1x Shimmering Tempest for 2x Bonfire Elemental
  • 11 Apr. 2018: Deck updated for the Witchwood expansion.
  • 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.
+ show all entries - show only 10 entries
Force desktop version
Force mobile version