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Hearthstone: Heroes of Warcraft Game Guide by gamepressure.com

Hearthstone: Heroes of Warcraft Game Guide

Table of Contents

Mage | Ready-made decks Hearthstone Guide

Last update: 23 September 2016

Neutral Cards (16) - Mage | Ready-made decks - Ready-made decks - Hearthstone: Heroes of Warcraft Game Guide

Mage - Basic Deck

Neutral Cards (16)

Mage Cards (14)

Geomancer Kobold (2) x2

Mirror Image (1) x2

Novice Engineer (2) x2

Arcane Missiles (1) x2

Raid Leader(3)

Frost Nova (2) x2

Dalaran Mage (3)

Arcane Intellect (3) x2

Shattered Sun Cleric (3) x2

Fireball (4) x2

Sen'jin Shieldmasta (4) x2

Polymorphy (4) x2

Ogre Magi (4) x2

Fire Blast (7) x2

Grubashi Berserker (5) x2

 

Archmage (6) x2

 

The mage's Basic Deck focuses mainly on spell cards and strong offensive. Most of the minions are used for defense and for buffing mage's spells. The cost for the strong attack is quite weak defense, which is why it is better to rely here on the battlefield control by means of eliminating the enemy units. The deck also has two Gurubashi Berserkers (5), cards, which receive +to attack per each received damage. This is an ideal ability in the case of the mage, who thanks to his hero power, can deal 1 damage and activate their ability at beck and call.

The Beginning Stage: Use cheap units to ensure the opportunity to attack. Destroy the opponent's minions with the hero power or with your units.

The Middle Stage: Start deploying the minions with the Taunt, so that they can protect the cards with Spell Damage. At the earliest opportunity, use the Fireball (4) or Fire Blast (7), to deal shattering damage to the opponent's hero.

The Final Stage: try to deal as much damage to the enemy hero and control the battlefield with the spells with Freeze, like, e.g. Frost Nova (2) or neutralize units with Polimorphy (4). At the earliest opportunity, use Fireballs (4), to finish off the enemy hero.

Strong points

Weak Points

+ Powerful offensive spells

+ Good battlefield control

- Poor defense

- No good buff and healing cards

Standard

Yogg Mage

Neutral Cards(4)

Mage Cards (26)

Azure Drake (5) x2

Arcane Blast (1) x2

Ragnaros, Firelord (8) x1

Mirror Image (1) x1

Yogg-Saron, Hope's End (10) x1

Mana Wyrm (1) x2

 

Frostbolt (2) x2

 

Sorcerer's Apprentice (2) x2

 

Cult Sorcerer (2) x2

 

Arcane Intellect (3) x2

 

Flamewaker (3) x2

 

Fireball (4) x2

 

Polimorph (4) x1

 

Water Element (4) x2

 

Cabalist's Tome (5) x2

 

Faceless Summoner (6) x2

 

Flamestriker (7) x2

A deck that consists of spells to a great extend. This will let you eliminate threat and survive to until you are able to play Yogg-Saron, Hope's End (10). This legendary card will cast a random spell on a random minion for every spell that you played during the game. This may end up both ways but it sure gives you a lot of fun.

Beginning Stage: it's best to start with Mana Wyrm (1). It's wise to keep Sorcerer's Apprentice (2) and a removal, such as. Frostbolt(2). Arcane Intellect (3) is also something that you ought to reconsider.

Middle Stage: Play your spell cards and eliminate threat. You have some solid minions, e.g. Flamewaker (3), which is great when combined with spells. Water Element (4) or Faceless Summoner (6) will let you push forward.

Final Stage: Use Cabalist's Tome (5), to obtain additional spells. If you play your offensive spells right, you can end the game quickly. If you still need extra damage, play Yogg-Sarona (10) and keep your fingers crossed!

Advantages

Disadvantages

+ A lot of offensive spells

+ Good control over the board

+ it's possible to crush the opponent in the final

stage of the game

+ A lot of fun!

- Deck is based on luck to a great extend

- Few minions

Wild

Ice control

Neutral cards (9)

Class cards (21)

Kobold Geomancer (2)

Ice Lance (1)

Sen'jin Shieldmasta (4) x2

Mirror Entity (1) x2

Azure Drake (5) x2

Arcane Missiles (1) x2

Gadgetan Auctioneer (5) x2

Ice Missile (2) x2

Venture Co. Mercenary (5) x2

Sorcerer's Apprentice (2) x2

 

Fireball(4) x2

 

Polimorph (4) x2

 

Cone of Cold (4) x2

 

Water Elemental (4) x2

 

Blizzard (6) x2

 

Flamestrike (7) x2

This deck focuses on control of the battlefield, mainly with the mage class cards. Eliminating bigger threats and controlling the smaller ones with Freeze effect is a key to victory here. Deck doesn't have too much strong minions, so you need to balance between attacking enemy minions and hero.

Beginning: You have to play defensively. Clean the field with Arcane Missiles (1), Ice Missile (2) and hero's power.

Medium game: Use minions like Water Elemental (4) and Sen'jin Shieldmasta (4) and spells like Ice Lance (1), Cone of Cold (4) and Blizzard (6) to slow down enemies. In the same time attack enemy hero with remaining minions, especially with Venture Co. Mercenary (5).

End game: Use Fireball (4) and Polymorph (4) at the greatest threats and minions with Taunt. Flamestrike (7) should be used when enemy has 2-3 minions with life lower or equal 4. Attack enemy hero until he dies.

Advantages

Disadvantages

+ Very good control

+ Strong defensive

+ Easy to master

- Small number of strong minions

- You can easily get an empty hand

Mech Mage

Neutral cards (19)

Mage cards (11)

Clockwork Gnome (1) x2

Frostbolt (2) x2

Cogmaster (1) x1

Snowchugger (2) x2

Mechwarper (2) x2

Mirror Entity (3) x2

Mad Scientist (2) x2

Fireball (4) x2

Annoy-o-Tron (2) x2

Goblin Blastmage (4) x2

Spider Tank (3) x2

Archmage Antonidas (7) x1

Tinkertown Technician (3) x2

 

Mechanical Yeti (4) x1

 

Piloted Shredder (4) x2

 

Loatheb (5) x1

 

Toshley (6) x1

 

Dr. Boom (7) x1

 

This is an aggressive Tempo type deck, focused around the legendary card - Archmage Antonidas (7). This card, connected with Spare Parts, is the core of the deck and helps the aggressive game style. Spar Parts not only enhance your minions' attack power, but also can be treated as low-cost spells that trigger the special power of the legendary card, which is an extra Fireball (4) for every spell that you cast.

Beginning phase: Start from playing Cogmaster (1) x1 and/or Clockwork Gnome (1). Next, play Mechwarper (2) to lower the cost of other mechs. Gain some advantage over the enemy by using Frostbolt (2) and Hero Power. Use it to eliminate the first enemy minions without trading.

Middle phase: Play more mechs, like Spider Tank (3) and Piloted Shredder (4). If you have at least one mech on the table, play Tinkertown Technician (3) to enhance attack power and obtain a Spare Part. Use Snowchuggers (2) to Freeze the more dangerous enemy units and eliminate them easily. Goblin Blastmage (4) should be played only if you have at least one mech on the table, just like in the case of Tinkertown Technician (3). This will make him deal 4 damage split randomly between enemy minions.

Ending phase: Use Fireballs (4) on targets with a lot of hp or on enemy hero. Try to clear the table and keep your units alive. Toshley (6) will provide you extra spare parts and make a good body on the table. Eventually, play Archmage Antonidas (7) and use the Spare Parts that you have to get Fireballs (4). Use the spells to eliminate enemy minions or to finish the hero.

Pros

Cons

+ Good connection between the beginning and middle phase

+ Goo control over the battlefield

+ You can finish the opponent even during the first few rounds

- This deck is only effective when you make use of the synergy between cards and of Spare Parts

- Sometimes you can quickly run out of cards in the hand

Mechanical Mage

Neutral cards (11)

Mage cards (19)

Doomsayer (2) x2

Ice Lance (1) x2

Loot Hoarder (2) x1

Frostbolt (2) x2

Bloodmage Thalnos (2) x1

Arcane Intellect (3) x2

Mad Scientist (2) x2

Frost Nova (3) x2

Acolyte of Pain (3) x2

Ice Barrier (3) x2

Antique Healbot (5) x1

Ice Block (3) x2

Emperor Thaurissan (6) x1

Cone of Cold (4) x1

Alexstrasza (9) x1

Fireball (4) x2

 

Blizzard (6) x2

 

Flamestrike (7) x1

 

Archmage Antonidas (7) x1

A passive deck that will allow you to slow down the battle and thus to wait for the cards that you need to finish the enemy. It is a deck focused mainly on drawing more cards and clearing the table of enemy minions. When you use cards like Ice Block (3) and Ice Barrier (3), the enemy will have a lot of trouble to finish you.

Beginning phase: Try to have in your hand cards that will allow you to draw more of them, meaning Loot Hoarder (2) or Acolyte of Pain (3). Mad Scientist (2) will also do well during the beginning of the battle. This card will allow you to draw a secret for free. Draw more cards to obtain Ice Lance (1) and Frostbolt (2), which will be useful during the end.

Middle phase: Control the situation on the table and try to draw more cards, for example using Acolyte of Pain (3) + Hero Power. If it gets dangerous, you can always use one of the following combinations" Frost Nova (3) + Doomsayer (2), Cone of Cold (4) + Doomsayer (2), Blizzard (6) + Doomsayer (2), or just use Flamestrike (7).

Ending phase: At this stage, you should have Alexstrasza (9), which is the key minion in this deck, in your hand. If you can, play Emperor Thaurissan (6) to lower the cost of the cards. Using Alexstrasza (9), lower the enemy hero's hp and in the next round, use the Frostbolt (2) + Ice Lance (1) x2 combo, or just cast Fireballs (4) if you have them.

Pros

Cons

+ You can slow down the game and force the enemy to make mistakes

+ Good control over the battlefield

+ Very good burst during the ending phase

- Very hard to master

- Slow games

- If you can't draw more cards, it gets difficult

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