Wild Spell Damage Mage Deck List Guide - The Boomsday Project October 2018

Last updated on Oct 01, 2018 at 00:00 by Kat 3 comments

This guide contains detailed Strategy, Mulligan, and deck-building information to help you play Spell Damage Mage in The Boomsday Project expansion.

Spell Damage Mage is a variant of Tempo Mage that prioritises large amounts of Spell Damage to bolster its spells and overwhelm opponents. The archetype came to light after The Boomsday Project added Unexpected Results and Shooting Star, which both offer huge value when combined with Spell Damage. The expansion also provided Celestial Emissary and Cosmic Anomaly, which are very rare cards that provided 2 Spell Damage each rather than just 1.

As The Boomsday Project meta has developed, Tempo Mage has converged on the position of Spell Damage Mage to take over its role in the meta. However, Spell Damage Mage remains a viable alternative, putting slightly more emphasis on minions instead of spells.

Card List

Mage Cards
1 Arcane Missiles Basic 2
2 Frostbolt Basic 2
2 Mana Wyrm Classic 2
2 Primordial Glyph Un'Goro 2
2 Sorcerer's Apprentice Classic 2
3 Arcane Intellect Basic 2
3 Black Cat Reward 2
4 Fireball Basic 2
6 Aluneth K&C 1
Neutral Cards
2 Bloodmage Thalnos Classic 1

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Mulligan Guide

Spell Damage Mage is a very proactive deck and in all matchups you will be looking for the fastest possible start with some minor deviations against other aggressive opponents.

You should look for Mana Wyrm and Sorcerer's Apprentice in your opening hand every game. If you already have both of these, you can additionally look for a copy of Black Cat or a cheap spell like Frostbolt or Primordial Glyph.

Against aggressive opponents you can keep a defensive spells like Shooting Star or Frostbolt in your opening hand to ensure you can maintain control of the board. Shooting Star can be especially strong against decks like Zoo Warlock.

Strategy

In the early game, you should be looking to secure the board as early as possible with minions like Mana Wyrm, Sorcerer's Apprentice, and Black Cat. As the deck has an abundance of Spell Damage, you may also choose to play cheap minions like Bloodmage Thalnos and Tainted Zealot. If your opponent plays early minions, you should focus on using spells like Frostbolt and Arcane Missiles to clear through them. Although the deck focuses on burning down opponents later in the game, the tempo gained from protecting your early minions will net much more damage overall.

Going into the mid game, you should continue to maintain control of the board and developing any additional minions that you can. At this stage in the game, you can start to use any spare Mana on spells like Arcane Missiles and Cinderstorm to begin burning down your opponent.

From turn 4 onward, you will also have access to one of the most powerful cards in the deck, Unexpected Results. Due to the high value the card can offer, it is important not to waste it too soon. A general target to aim for is to get at least 2 4-Cost minions, meaning you need at least 2 Spell Damage on the board. If you already have played Spell Damage minions as part of your early-game curve, then you can play Unexpected Results on curve, otherwise it is better to save it for turn 6 so that you can pair it with Celestial Emissary.

If you are struggling to get control of the board, the deck runs Shooting Star, which is an excellent tempo tool when used correctly and it will often create huge board swings in the process. Much like Unexpected Results, it has excellent synergy with Celestial Emissary along with the other the other Spell Damage cards in the deck. Due to the high potential of Shooting Star, you should try to not to use it prematurely in the early game if you do not have much Spell Damage available and try to utilise spells like Arcane Missiles, Frostbolt, and Cinderstorm instead.

Once you have played most of the minions from your hand, your priority will shift to trying to burn your opponent down to end the game. As the aggressor in most matchups, you do not need to worry about removing your opponent's minions too much as they will make most of the trades for you. The exception to this is if you wish to protect a key minions like Cosmic Anomaly or a buffed Mana Wyrm. With this in mind, you could also try and keep a mental note of how much damage you have available in your hand. Against opponents that have little or no healing, you can freely use any excess damage to control the board. However, against opponents that use healing effects, you will need to maximise every damage you can get.

If your damage does fall short, the deck also have powerful card draw options available that will affect how you play the game. Arcane Intellect is a straightforward draw that can be played whenever you have spare Mana, it can be great for buffing Mana Wyrms and is cheaper in combination with Sorcerer's Apprentice. Stargazer Luna allows you to take a very aggressive stance if you can keep it on the board and although the card relies on repeatedly playing the card from the top of your deck, there are some ways to make the card easier to use. First of all, waiting until you have a Sorcerer's Apprentice in play will reduce the Cost of any spells you draw and allow you to do a much bigger combo. Secondly, as the first right-most card you get to play will start in your hand, you can wait until you draw a cheap card at the beginning of your turn before using Stargazer Luna. Lastly, there is the most powerful draw tool in the deck, Aluneth. Aluneth is a very all-in card that will draw your entire deck over upcoming turns, which is generally good, but does have some drawbacks. Firstly, you will often not be able to play every card you draw before the game ends. To counter this, you should try and make use of every card you have in your hand prior to playing Aluneth. Secondly, Aluneth Costs 6 Mana and has no immediate effect on your board. This means you will have a huge loss in tempo the turn you first play Aluneth and you should therefore question if you even need to play it to win the game. If you have enough, or close to enough, damage in hand to end the game, try to avoid playing Aluneth and just win the game from your natural draws before resorting to playing it.

Card Swaps

Spell Damage Mage is quite rigid in how it is build, however, there is a small amount of room for some changes.

You can consider removing a few of the spell damage minions like Tainted Zealot or Black Cat in favor of more board presence, like Lifedrinker or Amani Berserker, or more direct damage with Pyroblast.

Quick Tips and Tricks

  • Try and combine Stargazer Luna with Sorcerer's Apprentice to maximise card draw.
  • Maximise your Spell Damage before playing Unexpected Results; Celestial Emissary is an excellent way to do this.
  • Try not to trade too much or you will run out of damage to finish the game.
  • Aluneth has a huge loss of tempo when initially played. Avoid playing it prematurely to maintain your early-game momentum.

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Changelog

  • 01 Oct. 2018: Deck has been reviewed for the October play season.
  • 01 Sep. 2018: Deck has been reviewed for the September play season.
  • 09 Aug. 2018: Deck added
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