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Yogg-Saron Mage

  • Last updated May 11, 2016 (Old Gods)
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Wild

  • 15 Minions
  • 15 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Tempo Mage
  • Crafting Cost: 7140
  • Dust Needed: Loading Collection
  • Created: 5/3/2016 (Old Gods)
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  • Total Deck Rating

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Ah. Hello there.

(Hope someone will get the reference)

First of all, let me apologize for taking so long to write an explanation for this deck... I'm a bit lazy you see?

I will cover card by card so you will know the importance of each one and why it's not very good to make replacements to this specific list.

Now, down to business...

Forbidden Flame: This is a flexible card. Works great in late game but can also help in early game since it costs zero mana, you can combine it with Flamewaker or Mana Wyrm. Keep in mind that even if you play this at zero mana, it will benefit from spell damage and deal 1 extra damage.

Arcane Blast: Deals 4 damage when you have Bloodmage Thalnos or Azure Drake but don't be afraid to play it for 2 damage.

Arcane Missiles: This is what you want to play on turn 4 after dropping Flamewaker and coining into this for a whopping 7 damage. Also has great synergie with Mana Wyrm and Archmage Antonidas. Be aware of the timing to play this if you're up against Patron Warrior or Zoo since your opponent may benefit from your random missiles, but don't just waste this on turn one with an empty board either.

Mirror Image: You will learn that 1 copy of this card is more than enough since you don't want to draw into this late game when you're in a pinch but even if you do, it might get you an extra Fireball from Archmage Antonidas. It's always a good feeling to open a game with Mana Wyrm, The Coin, Mirror Image. Also works great with Flamewaker for obvious reasons.

Mana Wyrm: This card can get you turn 5 wins. Nuff said.

Frostbolt: Always a staple in mage decks.

Bloodmage Thalnos: Try to save this for your Arcane Blast unless you really need to cycle.

Sorcerer's Apprentice: This can get you a lot of value from your Mana Wyrm, Flamewaker or Archmage Antonidas. Although it might not live longer than one turn, don't be afraid to drop this on turn 2 since it makes good trades.

Arcane Intellect: This deck features so much draw that one copy of this is more than enough. Here's a list of cards that will keep your hand full: Bloodmage Thalnos, Arcane Intellect, Spellslinger, Cabalist's Tome, Azure Drake, Archmage Antonidas and even Yogg-Saron, Hope's End.

Forgotten Torch: Gives you that extra edge before going into fatigue, also provides you with 2 extra 6 damage burn cards. It's sick the quantity of 6 damage spells you can pull from this deck. 2 Fireball, 2 from Forgotten Torch, many from Archmage Antonidas, Cabalist's Tome will probably give you some more, Spellslinger if you're lucky and even Yogg-Saron, Hope's End. So don't be afraid to throw Fireball's at your opponents face from time to time. Red deck wins style.

Flamewaker: Great to kill or clear the board. Don't just drop this without follow-up cards unless you have another copy in your hand and you need to mantain control of the board. Don't waste all your spells with this just so you can get those extra damage points, play just about enough spells to clear the board and you'll be fine.

Spellslinger: Grants you an extra random spell, features a great body to secure board control. Against control decks you should keep checking the card count on your opponent's hand. If he has 9 cards play this and force him to burn a card. It might win you games.

NOTE: If you don't like this card, do this: -2 Spellslinger +1 Arcane Intellect (You'll need extra draw since you're not getting cards from Spellslinger anymore) +1 Mind Control Tech (to help against aggro).

 

Fireball: Another mage staple card.

Water Elemental: This is an excellent 4-drop. Great body and freezes whatever he touches. Against opponents that run weapons like Shaman, Warrior, Hunter or Paladin, try to aim for the face and keep'em locked. Against Rogue and Druid it's not that important.

Cabalist's Tome: This card is so sick. It will often give you an extra copy of itself so you can keep filling your hand. It will only give you Mage spells so you know you'll be getting good stuff from this. It will often give you secrets and AoE damage wich this deck lacks so it makes up for that. There is absolutely no replacement for this card. You need 2 copies or this deck doesn't work. Period.

Azure Drake: It's a 4/4. Cycles a card. Gives you +1 spell damage. What more do you want?

Emperor Thaurissan: This card is so broken it runs in almost every deck. After you drop this you can be sure your opponent will empty his hand just to kill this if he has to, and for good reasons. The play here is turn-5 Cabalist's Tome, turn-6 Emperor Thaurissan, turn-7 Archmage Antonidas, turn-8 Profit!

Archmage Antonidas: We already covered every aspect of this card but if you somehow managed to keep your coin, holding it a little longer so you can coin after Archmage Antonidas won't hurt.

Yogg-Saron, Hope's End: This old god looks pretty random at first sight but I can assure, it's not. Drop this when you lost control of the board and it will wipe the board almost every time. You can also use it for the kill when your opponent is at low health. Just don't drop it when you're winning and have secured board control or when you have card advantage, that's when things go bad. You will most likely get a few secrets from this wich is always nice. Probably some attack value to your hero as well so don't skip turn right away. Also might get you to draw a lot of cards so try to not play this when you're too close to fatigue unless you have to. Of course you can say it can Pyroblast you 3 times to the face and you die but that is very, very unlikely to happen. I believe that Astral Communion is the worst possible spell you can get from it if you need your hand to seal the deal. Be aware that the animations for Yogg waste a lot of time and you'll rope almost everytime before he's done so here are a few tips: If you hover over your opponents card, you can see what will die and what will survive before it happens. You can also see what you can kill if a skull appears over it and this also applies to your opponent hero, if you see a skull when you highlight it, it's GG WP.

Before concluding this review, the mulligans are quite simple, just try to get Mana Wyrm and a few cheap spells if you're playing first although it's probably not a good idea to keep Forbidden Flame on your opening hand. If you play second, you benefit from The Coin wich makes this deck even more powerful and you can keep 1 Flamewaker. If you're up against Priest, mulligan for draw cards no matter the cost. You will need card advantage against them or you'll lose.

That is all. Hope you have as much fun as I had playing this deck. If you get to legendary with it, PM me and I'll give you an honourable mention here.

With this deck, nothing can stop you! Nothing!

Congratulations to KurthnagaHS for reaching Legend with this deck!