Wild Elemental Mage Deck List Guide - Rise of Shadows April 2019
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.
Elemental Mage is a deck that has failed to gain traction at the highest level. However, it is still a very fun deck that can be played up to Legend ranks.
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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.
Mulligans & Matchup Specific Strategies
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. Elemental Evocation is a key card in doing this and can allow you to run away with the game. Rushing out a 4-Cost Elemental on turn 2, or even on turn 1 with The Coin, will prove hard for your opponent to deal with. In these situations, it is best to use Elemental Evocation to rush out a higher Cost Elemental, rather than playing 2 cheaper ones. In rare situations, you may even have access to two copies of Elemental Evocation, which will stack to allow you to reduce the Cost of an Elemental by 4. However, due to the stat distribution of the Elementals in the deck, it is better to play two 4 or 5-drops than to rush out a bigger threat like Blazecaller.
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.
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.
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.
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.
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.
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- 08 Apr. 2019: Deck has been moved to Wild for the year of the Dragon.
- 07 Feb. 2019: Deck has been reviewed following the February balance patch.
- 01 Jan. 2019: Deck has been reviewed for the January play season.
- 11 Dec. 2018: Budget variant updated. Removed 2x Mana Wyrm, 2x Sorcerer's Apprentice, 1x Tol'vir Stoneshaper for 2x Elemental Evocation, 1x Fire Fly, 2x Scorch.
- 04 Dec. 2018: Deck updated for the Rastakhan's Rumble expansion. Removed 2x Mana Wyrm, 2x Sorcerer's Apprentice, 2x Arcane Keysmith for 2x Elemental Evocation, 2x Scorch, 2x Leyline Manipulator.
- 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.
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