+85
Favorite this Deck

M1SA Top 15 EU Yogg Tempo Mage Standard

  • Last updated Jun 16, 2016 (Old Gods)
  • Edit
  • |

Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Yogg Mage
  • Crafting Cost: 5040
  • Dust Needed: Loading Collection
  • Created: 6/13/2016 (Old Gods)
View Similar Decks View in Deck Builder
  • Battle Tag:

    M1SA#2890

  • Region:

    EU

  • Total Deck Rating

    85

BBCode:
Export to

Hello guys, M1SA here, first time poster. This season, I got to high legend with a Tempo Mage list I made myself, actually in the Top 15. I played this deck exclusively, from rank 600 to Top 15 Legend, peaking at rank 14.This deck is extremely fun to play and does decently well against all types of decks.

If you like the guide make sure to upvote and share! Also, you can follow me on social media, where I mostly post Hearthstone related content. You can like my Facebook Page and follow me on Twitter, it would actually mean a lot to me! Sometimes I'm also streaming at Twitch  so you can follow me there too!

Feel free to add me at M1SA#2890 to ask further questions about the deck or other stuff. I am offering Coaching in English so if anyone's interested just contact me for more info. :)

Proof of me getting Top 15 with the deck: Top 15 Legend

Here is how my exact decklist looks like: Decklist

So now, let's see some more in depth analysis about the deck:

Card Choices Explanations:  Most cards in this deck are self explanatory, and therefore I feel like there is no need of explaining their role in the deck. I will mostly go over some cards that are my "tech choices" and others that could be possibly missing from the deck, according to other similar Tempo Mage lists. So first let me start with some "missing" cards:

Archmage Antonidas: This one is the most controversial of all. Basically Antonidas is a great Legendary that can be seen in almost each and every competitive Mage Deck. Although, in this particular list, most of the times you play really fast for tempo. This means that very often you will find yourself with little to no cards in hand. In those situations, Antonidas is really a bad card because you can't get value from his effect and it's basically only a 7 mana 5-7 minion. As most of the other cards that are excluded from this deck, long story short, Antonidas is really "slow" for this meta.

Ethereal Conjurer: Another great versatile Mage card that is widely seen in Tempo Mage lists. While being effective at gaining card advantage and a really versatile situationally great card, the problem with Ethereal Conjurer in this deck is its' really bad statline. With only 3 hp it dies to almost every removal spell or minion and that's why it makes your tempo in the board state really worse. 

Water Elemental: The best Mage 4-Drop in the game is also missing from this list. Water Elemental is amazingly well statted at 3-6, although it contradicts the general playstyle you want to have with this deck. At 4 mana, you are already looking to make plays with lower cost minions, removal spells, Flamewakers etc. Later in the game it just becomes another bad draw because you are looking for your burn or draw.

Faceless Summoner: This one is really the same with those mentioned above. A great body, solid 6-Drop and really great in Control Matchups. As said multiple times before though, it's a really really slow card, not fitting with the decks' playstyle.

Polymorph: Polymorph is a really strong target removal  spell that deals well with the N'Zoth Meta and cards like Sylvanas. By the time your opponent has the time to play a big deathrattle minion for ~6 or more mana you should be able to either kill it anyways with your smaller spells, or ignore it and push for the final face damage. Personally, in all of my matches, I have never lost to a Sylvanas stealing something important because I simply killed my opponent in the next 1-2 turns. Non deathrattle cards shouldn't need a polymorph, you just remove them with other low cost damage spells.

Let's now explain some cards included that may seem "weird" or special: 

Forgotten Torch: Forgotten Torch is one of this decks new features that make it special. It's a great early removal, especially because it's often paired with Sorcerer's Apprentice and Cult Sorcerer. It offers SO much late game damage, because it basically gives your deck 4 fireballs. You can also take advantage of the 3 mana Roaring Torch to deal massive amounts of burst damage in one turn on the late game, not to mention the Yogg-Saron synergy as well by adding another spell in your deck. All in all, it works great in the deck and has done wonders for me so far.

Spellslinger: Spellslinger is a really fun card. It is a solid 3-Drop with a  3-4 body that provides you with an extra spell. Apart from the obvious Yogg synergy again, it's a card that can win you games instantly  just from giving you an amazing spell. Most of the times, your spell will be more useful to you than your opponents' to them, so the enemy spell shouldn't matter that much. Of course, there are those times they get that one amazing spell that wins them the game, but that can happen for you too and it's also why you are playing a "Casino" mage, you filthy RNG addict. To summarize, really solid card filling for the 3 mana spot.

Cabalist's Tome: This one might seem the most weird choice. Although it may seem though, that doesn't mean the card doesn't work great. Another really good Yogg synergy card, probably the best one so far, is basically the definition of a good late game topdeck. You never want to draw it early though, because it can make your hand clunky with its' somewhat high cost. It's amazing at refilling your hand, giving you more Arcane Intellects, secrets such as Ice Block that can give you that crucial one more turn for you to draw your final burn to outrace your opponent, board value cards like effigy, small spells for Flamewakers or get some extreme value even in control matchups. Not to mention, nobody expects PYROBLAST! :D

Ragnaros the Firelord: Ragnaros is another beautiful card in this list. The "Anti-Antonidas" is a 8 damage charge minion, "maybe a little blind", that has a great body and is extremely difficult for most enemy decks to deal with. Mostly game winning against Rogues, Hunters and Druids which lack single target removal, it does decently well against all type of decks because it's an immediate threat that needs to be dealt with and makes them waste some of their removal to protect your smaller minions. It is also really likely to be played in an open board when your opponent has already spent all of his resources to deal with your big early game board, and in those situations it's amazing as well. Lastly, it can also win you games that you are most likely to lose, with those 1/3 or 1/4 odds. Trust me, it works way more times than that. ;)

Yogg-Saron, Hope's End: Just like Stephen Curry, this guy is the unanimous MVP of this deck, that's why the deck has his name. The closest thing to EXODIA you can ever see on hearthstone, there is really no need to explain this card's use in the deck. It's so much fun and effectiveness combined. ALL HAIL YOGG, our new lord and savior!

Playstyle: Ok, so in most matchups, you want to play your threats early and gain as much tempo as possible on the board. You want to play your minions as fast as possible, even if that means your hand will empty early. You have plenty of good draws, with Azure Drake, Arcane Intellect and Cabalist's Tome, as well as your big threats, Ragnaros the Firelord and Yogg-Saron, Hope's End. You can basically win without both of them just by the board advantage you have gotten early. Yogg-Saron, Hope's End  is basically another win condition in this deck. It does amazingly well in winning you equal games or games you were behind. Also it's extremely efficient in refilling your hand by drawing with random spells. You don't want to play him when winning in general, but it's a fun deck and you should go for it anyways if you feel like it ;)
The hardest matchup of the deck is Control Warrior, because its' heavy armor gain makes it extremely difficult for you to burst him down. Basically what you hope for, is a good Yogg-Saron, Hope's End that can turn the game in your favor. All other matchups are winnable depending on draws, and most of the time you will find yourself winning easily, or losing closely. Some of the most seen meta picks are really good matchups for us, such as Zoo, Midrange Hunter, Pirate Warrior and Token Druid.

 

General Mulligan tips: Mulligans are generally easy with this deck, but there are some minor mistakes you should learn not to make. Always keep Mana Wyrm, Sorcerer's Apprentice, Cult Sorcerer. You generally also keep Spellslinger. You only keep Arcane Missiles, Mirror Image, Frostbolt, Arcane Blast if you have a minion from those. You NEVER keep Flamestrike, Ragnaros the Firelord, Yogg-Saron, Hope's End, Cabalist's Tome, Azure Drake. You keep Flamewaker mostly when on coin and when you already have another 1 mana spell to pair it with. Against Zoo, Flamewaker  is really important but again mostly if you have other low cost spells. I don't feel like I should go into explaining more matchups because that would make the guide unneccesary long. You have to play a couple of games to figure out yourself how the deck works. 

It is really important to remember that Hearthstone is a game that involves RNG and our deck has plenty of it. If you are about to get salty about your Flamewakers not clearing their board with good chances, or your Yogg losing you a couple of games, it's better to not play this deck and go for something like a Control Priest deck. From my perspective, decks like this one make Hearthstone so interesting, fun and amazing, and if I can promise you one thing, it's that with this deck you are about to have great fun. At the end of the day, it's just a game we all love and play for fun! 

 

Have fun playing the deck, and may the RNG always be in your favor!