Deck List

deck-list-1274 Deck
3 Execute
3 Firebolt
3 Abecean Navigator
3 Crystal Tower Crafter
3 Dark Rift
2 High Rock Summoner
3 Ice Spike
2 Wardcrafter
2 Camlorn Hero
3 Crushing Blow
3 Cunning Ally
2 Daggerfall Mage
3 Eastmarch Crusader
3 Telvanni Arcanist
3 Lightning Bolt
3 Tome of Alteration
1 Ayrenn
3 Piercing Javelin
2 Master of Arms

Top 10 legend tempo mage list

3 [card]Execute[/card]
3 [card]Firebolt[/card]
3 [card]Abecean Navigator[/card]
3 [card]Crystal Tower Crafter[/card]
3 [card]Dark Rift[/card]
2 [card]High Rock Summoner[/card]
3 [card]Ice Spike[/card]
2 [card]Wardcrafter[/card]
2 [card]Camlorn Hero[/card]
3 [card]Crushing Blow[/card]
3 [card]Cunning Ally[/card]
2 [card]Daggerfall Mage[/card]
3 [card]Eastmarch Crusader[/card]
3 [card]Telvanni Arcanist[/card]
3 [card]Lightning Bolt[/card]
3 [card]Tome of Alteration[/card]
1 [card]Ayrenn[/card]
3 [card]Piercing Javelin[/card]
2 [card]Master of Arms[/card]
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willpower
Mage deck
Other
50 cards
1 Execute 3

Execute

1 Firebolt 3

Firebolt

2 Abecean Navigator 3

Abecean Navigator

2 Crystal Tower Crafter 3

Crystal Tower Crafter

2 Dark Rift 3

Dark Rift

2 High Rock Summoner 2

High Rock Summoner

2 Ice Spike 3

Ice Spike

2 Wardcrafter 2

Wardcrafter

3 Camlorn Hero 2

Camlorn Hero

3 Crushing Blow 3

Crushing Blow

3 Cunning Ally 3

Cunning Ally

3 Daggerfall Mage 2

Daggerfall Mage

3 Eastmarch Crusader 3

Eastmarch Crusader

3 Telvanni Arcanist 3

Telvanni Arcanist

4 Lightning Bolt 3

Lightning Bolt

4 Tome of Alteration 3

Tome of Alteration

5 Ayrenn 1

Ayrenn

5 Piercing Javelin 3

Piercing Javelin

6 Master of Arms 2

Master of Arms

0616166420

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By: fatalfail
View other Decks by fatalfail
Posted: 2 months ago, edited 2 months ago
Crafting Cost: 8200crystal
Missing Soul Gems: Add your collection to see the soul gems you are missing.

+13

Hello, i started recently (at open beta) and have reached top 10 legend with this list while playing at legend ranks with this list i have gone (as of this post) 20-1 with it. The major goal of the deck is to make efficient trades and keep a clean enough board while using value minions that all nearly draw cards to keep up on advantage even when pushing damage.

Some reasons on the cards I did not include.
I didn’t include any health potions because at what i face currently every deck is either midrange or controlish, I’m not facing enough full face decks to run them and not feel they are dead a lot of the time.

Currently I’m not running any AoE because again I’m not running into tokens often enough to think about running them over the other cards in the deck. How ever there is merit to running firestorm / icestorm in bigger lists that drop some of the 2/3 drops.

I run into a lot of mage decks running skywatch and I do not see the value in running it being a 6 drop over the other options that you could get. It just seems worse then other 6 drops in the game in general dealing 2 on turn 6 to something won’t kill it and your 4/4 isn’t strong enough to trade with on curve minions from your opponent.

See also  Deck List

Now the next card (Artaeum savant) is very playable but I do not because itself isn’t very good at trading or having impact the turn you play it most of the time. It’s mostly preference if you want to play it remove the camlorn hero’s for them and just slot it in. I prefer the better trading and slight impact on the turn its played, also not to mention cunning ally RNG.

The last card i considered was shimmerene peddler and in some decks it can be an all star, however in this list it is not. even though we run a lot of spells and some even low cost a 2 mana 2/2 is not very good and to play 2 spells on the turn hes played, or any turn after is difficult to do efficiently while still developing. If you want more consistent cards play another daggerfall or highrock summoner it’s a better option in my opinion.

Cards to remove when stylizing your own deck and a few options to add instead.
This list is very early / mid game centric however you can take this list and modify it to a few versions and I’ll share a few options i believe that are viable if that is how you want to tune it and some packages you can remove to accommodate the deck styles.

A package right away that can be removed and replaced is the master of arms synergy, I run it because it allows card advantage on a later game drop that is also hard to kill in the situation, how ever daggerfall mage and tome themselves are weak. It can be admittedly hard to play tomes without losing tempo and dagger fall isnt the strongest minion for its cost.

Another package that can be removed is the abecean navigator + ice spikes, I currently run them because the abecean is a high value minion drawing you a card a large amount of time as well as effectively trading up to a 3 or sometimes 4 cost minion. It however runs you into the corner of needing to run more spells as well as having a 1 toughness minion with archer running around everywhere. In some situations it just doesn’t hit and if you aren’t a fan of RNG i suggest just removing it for other options and without it there isn’t much reason to run spikes other then crystal tower crafter and the cycling of it. I feel the prime spot for abecean is 15+ spells so you could even just remove spikes only and an abecean or keep all 3 its just preference.

Finally I feel the next package you can look at removing is the varied 3 drops I’m currently running. In any list that isnt aggro or tempo I strongly suggest removing camlorn hero as well as looking at how useful eastmarch crusader is. Eastmarch is very powerful being a 3 mana 4/2 draw a card however it requires some damage to have occurred at least so it won’t be a 3 drop the majority of the time.

See also  Deck List

Finally starting off on the cards you can add to change up the deck, first I’d say if you really want the AoE, or are facing a lot of tokens i believe the split of 3 firestorms and 1 icestorm is the best way to go and to fit this in i would suggest removing either the tome +dagger fall + master of arms package and adding in those 4 + fate weavers and maybe healing potions in to have back up if you want to wait on a bigger board to clear. Arrow storm could also be considered over firestorm however i enjoy being able to just do damage instead of hoping the creature is at 2 attack especially when they can just grow. Though a note is arrow storm deals with ward decks a lot better if you happen to run into those.

Late game over early game can be achieved by removing the abecean and ice spikes as well as camlorn, eastmarch and then removing the base tomes and master of arms, you would replace them with brutal ashlander’s, breton conjurer’s, and varying end game threats. I personally do not like this approach because of how aweful it feels to get executed on breton and he feels slow in general so you could remove him as well. In this list you would probably run healing potions as well as your prefered combination of AoE. A few late game threats I like are divayth fyr, mantikora and odahviing. If you choose to run enough of the high costing enders consider nahkriin as he is all around good if you make it that late in general.

Finally I think the last way to go in a direction of this deck is heavy spell focus with the addition of artaeum, shimmerene peddler and lillandril. I would start by removing the tome master of arms package again as well as camlorn and dagger fall mages. Another option to consider would be Ice wraith’s, how ever they have the same issue as breton but worse when it comes to being removed without gaining value. In the spell list a high value minion for the late game like supreme atromancer can get you out of some tough spots, as well as just give the reach you need in certin situations. Finally the last consideration would be AoE vs winter’s grasp. In some situations with the spell deck winters grasp can have more value over ice storm or firestorm due to the high amount of direct damage you can dish out so in my personal opinion i would rather run the winter’s grasps but its mostly preference if you want to run any of them anyway.

See also  Deck List

Mulligans and general early game plan.

In most situations you want to look for a few key early game cards, the rankings would be dark rift, crystal tower crafter, execute or firebolt, and crushing blow. If I have dark rift I will almost always play it on the earliest turn I can, with exception of needing to remove a crystal tower crafter or murkwater savage (mostly things that can grow). After those cards its just mostly playing the best creature for the situation to trade well, 2/1s 3/3s 3/1s 4/2s etc. as well as paired with the value they bring and the removal spells in your hand currently. I can’t stress enough how good early dark rift’s are however, in this deck it allowing you to slowly get a late game creature while dealing damage is amazing as you can spend the 2 mana early and continue to remove the board until you end up with a 7/5 plus your normal board anyway. As crystal tower crafter goes you want to keep it alive but vs certin colors its not worth doing super inefficient trades to make it live. versus green or blue specificly it can die very easily if its damaged at all, and red with its endless pings.

Verse certin color combinations of colors you will know when to save particular removal spells for the prime creatures it can hit a few examples being executes for bretons and other ward creatures or saving firebolts vs tokens to hit the 3/2. crushing blow is the prime removal for almost every creature in the game and it can help remove anything it cant kill paired with your creatures making almost everything die to a creature attack + crushing blow which a lot of the time is going to be a 1 for 1 if your creature draws a card.

Thanks for reading I’ll probably change the text at some point this is mostly off of my head.

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1 Comment

Leodude 2 months ago
I used this deck as a starting point and even though I probably only have 50% of the cards listed it still does some nice work. I added an Artaeum Savant and he combos really well with Ayrenn.

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