Fire Mage

Last updated 3 years, 3 months ago by
  • Casual
5
Spell schools were introduced earlier this year and with this expansion, Fire Mage is a new archetype that Blizzard pushed for the class.
Enjoy!

 

New cards

Let's take a closer look at our Stormwind cards, starting from:

 

  • Hot Streak. This card makes cheating fire spells possible, while being a fire spell itself. Pretty neat when you consider options such as:
    • playing an early Combustion or Fire Sale against an aggro deck that just had an amazing turn.
    • playing a Wand Thief or casting Runed Orb to generate resources with your cheated mana.
    • having a Sanctum Chandler on board! You draw a spell for playing a zero mana fire spell, and then you can play another fire spell with a cost reduced by 2, guaranteeing you to draw 2 spells for cheap.

  • First Flame. Ray of Frost comes to mind. Flexibility, combined with low cost is what often makes a card good. And you can definitely say that both these cards are flexible.
    This card basically deals 2 damage, adds an extra copy to your hand that you can use this turn or save for later. Great for executing minions and a good tool for Antonidas.

  • Ignite. Dealing 2 damage is not much, but by shuffling the spell back into your deck, you're guaranteed to not run out of fire spells, while dealing slightly more damage each time. Also, don't forget you can target heroes with it!

  • Prestor's Pyromancer. This minion could be played early, just to have the 2/3 statline on board, since you don't lose the spell damage after a turn. The effect stays, so you can carefully plan your plays. This, for example combined with Fire Sale, creates a 4 mana Flamestrike, with a downside of hitting all minions. Also, creates interesting [ca]rdCombustion plays and options to finish your opponent with Ignites or Fireballs.

  • Fire Sale. Some could say that it's a Volcanic Potion, but costs 1 more mana and deals 1 more damage. It has tradeable, meaning that it can be shuffled back into your deck for one mana to be replaced by another card from your deck. And depending on a matchup, you might not always need it, so trading it would definitely be useful!

  • Sanctum Chandler. If you have enough mana and cheap fire spells, you could draw a lot of spells from your deck. This deck has many cheap spells, so you could even manage to play them the same turn. And while it's not guaranteed for you to draw a fire spell, you could draw cards like Hot Streak or First Flame to continue your drawing streak.

  • Grand Magus Antonidas. Card that has a big requirement, but if you could manage to have it ready to slam on turn 8, it's probably game winning. A card like this could even steal games, so it's super important for you to not waste all your spells in one turn, but rather plan on getting this mage into play.

 

The idea

The deck's general idea is to always have ways to find your options. You can draw cards when you feel like you're low on them, using cheap card draws like Arcane Intellect or Cram Session, best combined with Primordial Studies.
Devolving Missiles can make for a cheap removal.


If you don't have ways to draw, then generate resources using:

  1. Primordial Studies, especially since the new minion, Guild Trader, will be added to the pool. It could make for a good option, as it has fair stats for a spell damage +2 minion, or could even be traded instantly instead.
  2.  Runed Orb
  3.  Wand Thief

Take into consideration that it's good to generate cards, but when there's no imminent threat, it's even better to generate cards that will synergize with your deck.

The Finisher


So, the ultimate goal is to make Antonidas' battlecry active, making him cast 3 Fireballs at random enemies.
It's worth thinking in advance, and when a requirement must be fulfilled in three or more turns in a row, planning can change your game.
An ideal situation would be to play him when your opponent has no minions, dealing all that damage to the face. But it may not always be ideal, so here comes the planning.

To better plan out your actions, ask yourself some questions:

  • Do you have enough fire spells ready? If not, better wait, it's not worth risking wasting them all if you're low on them anyway.
  • Can your opponent force you to not play a fire spell next turn? Deal with his threats, before you will be making your own threat.
  • After those three turns, can you still continue to play the fire spells? Well, let's say your opponent's board is full of low health minions. Playing Antonidas is not worth it in that situation, and it will be better to play him on another turn. So, to not reset the counter, you should still have some fire spells in your hand.

Best for you is to think when to make it ready, and when to play it, as you might not always play it the same turn it could be played.

 

Hope you find the idea of the deck fun!

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