Uldum Standard Big Spell Mage
- Big Spell Mage
- Wild
- Ranked
With the new big spell synergies, hopefully there's enough to have a playable deck in standard.
In order for the Pilgrims to consistently discover big spells, we do not run any small ones, similar to Dragon's Fury. To get around this, we have a hero power package to help keep the opponent's board under control, which also provides another lategame threat with Jan'alai, the Dragonhawk.
Since we can't run draw spells, we have a Spitting Camel+Acolyte of Pain package to efficiently draw multiple cards.
If you hit an AoE with a Sand Witch, then Bloodmage Thalnos can be combo'd with it for 7 mana total. Even without reduction, all the AoEs are cheap enough to eventually combo with him if needed. He also provides additional useful cheap cycle.
Besides the obvious board clears, we also have Luna's Pocket Galaxy and Power of Creation to give us proactive spells that don't suffer too much with random targets. Combined with Jan'alai, this gives us some powerful Khadgar synergy.
Other cards to consider:
Sunreaver Warmage for midgame tempo and some reach.
Acidic Swamp Ooze or Harrison Jones if it's important to remove certain weapons.
Celestial Emissary to pump up the AoE even more
Puzzle Box of Yogg-Saron for fun, but most likely not optimal.
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2- 00
- 01
- 02
- 03
- 04
- 05
- 06
- 07+
- 1 Daring Fire-Eater x 2
- 2 Khadgar x 1
- 2 Spirit of the Dragonhawk x 1
- 4 Arcane Keysmith x 1
- 5 Naga Sand Witch x 2
- 6 Blizzard x 2
- 7 Flamestrike x 2
- 7 Jan'alai, the Dragonhawk x 1
- 7 Luna's Pocket Galaxy x 1
- 8 Kalecgos x 1
- 8 Power of Creation x 2
- 8 Tortollan Pilgrim x 2
- 2 Bloodmage Thalnos x 1
- 2 Spitting Camel x 2
- 3 Acolyte of Pain x 2
- 3 Voodoo Doll x 2
- 4 Proud Defender x 2
- 4 Spellbreaker x 1
- 5 Zilliax x 1
- 6 Khartut Defender x 1
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Comments
Why no Sunreaver Warmage?
If I were to drop a card, Sunreaver Warmage would be the card I put in its place. However even though it's consistently active, the tempo it provides isn't as useful as it is in other decks, because you have a lot of efficient board clears which come down soon after anyway, and you already have proactive 5-mana plays.
Why not King Phaoris?
You probably aren't holding that many big spells anymore by the time turn 10 hits, and of the spells you are holding, they would often cost 5 due to sand witch. It's probably a decent option if you need another big threat, but I don't think it's as obvious an inclusion as it might seem. It would be better in a version with the 10-cost spells.