Yogg Tempo Mage (Deck of Wonders Edition)

Class: Mage - Format: raven - Type: tempo - Season: season-51 - Style: fun

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Deck Import

Mulligans

This is a standard Tempo Mage deck. With added two Deck of Wonders Cards thus making it a Roulette.

This quick paced low cost deck aims to do a lot of damage in a short time. But after a while it gets boring… but not anymore. With the Deck of Wonders cards you add 10 random spells into your deck. This combined with Aluneth gives you a high chance of drawing those spells for additional board clear, face damage or your demise.

The aim is to play it whilst you have the Sorcerer's Apprentice  out as the Deck of Wonders is a medium cost card. But it makes sense as there are no 5-cost cards in the original deck thus giving you a chance to play it on turn 5 before playing Aluneth .

With Primordial Glyph you are also able to hit additional Deck of Wonders cards but do that only when suitable i.e. when the board is clear and you know there is no more threats

As this is a Tempo Mage, it leaves your precious face open therfore you can rotate out Pyroblast or the Mana Wyrm /Arcane Missiles for cards that improve your sustainability like Life Drinker, Voodoo Doctor etc.

For the starting cards you want to keep the Mana Wyrm /Arcane Missiles combo as it gives you a very good chance to push extra damage
early in the game as well as clear low cost minions.

Frostbolt is a good starting card as it allows you to clear
out utilitarian minions like Northshire Cleric played by a priest etc.

The most desired start you want is to draw a secret, Explosive Runes
is probably the best option as you can clear early minions and gain board
control as you will be coining out Kirin Tor Mage or just playing
it turn 3. Also you want to keep Arcanologist as you can play it
a turn two draw a secret and then Kirin Tor Mage  to play the
secret meaning that you have board control and additional pressure on the enemy
with a secret in play.

Cinderstorm  and Explosive Runes are the early
Aggro cards you want to play if your enemy is in range of lethal. This is
because Explosive Runes clears the board and mostly hits 3+
damage to the face in the early game. You can also draw these cards and leave
them for late game where you can play double Cinderstorm and Fireball
to deal 16 damage in one turn.

Pyroblast  is a finishing card. By the time you’re in late game
the enemy will be sitting around 5 – 10 health, with 10 mana you can play
multiple damage cards but Cinderstorm is limited by the number of
enemies on the board, this does not guarantee 5 damage to the face. Also a Fireball
might not be enough due to the fact you might be playing against a Druid/Warrior/Priest
or a Shaman. Which can heal out of the range of Fireball .

As a Tempo Mage you want to reduce the amount of damage you take. But also
deal as much damage as you can. Therefore, YOU need to be in
control of the game. Starting first is great, but you need to use that to your
advantage, against Druid decks you want to play Counterspell and
stop them from gaining Armor in the early game. Also against Hunters and Rouges
you want to play Explosive Runes to gain board control.

Cinderstorm  is also a great spell due to the fact that it does
5 damage randomly split. It is a roullete but in the early game you’ll be able
to clear the board and if not put it in range of your hero power.

Arcane Keysmith  is a great control tool as you get a 2/2
minion on board but you also gain a secret that very turn. If you can choose
secrets like Counterspell and Explosive Runes you
should choose them as they give you the most control in the early game. If you
want to be more defensive go for secrets like Ice Barrier/Spellbender
or Vaporise. If you feel like outplaying your opponent and being
more utilitarian choose secrets like Frozen Clone/Mana Bind.

As you want to essentially create your own Yogg and play Russian Roulette…
You want to play two Deck of Wonders and gain 10 random spells
that are cast when drawn out of your deck. Due to Aluneth you are
drawing 3 cards a turn thus giving you a high chance of hitting the random
spell. But this could be used on late game when your game has ran for a longer
duration and you need additional damage against a Druid or just want to have
fun. In the late game you will be drawing out 2 – 4 spells every turn with Aluneth
which will lead to your victory or demise.

The best time is to play Deck of Wonders if you have a Sorcerer's Apprentice in play or two of them. If not, you want to play it on Turn
5
before playing Aluneth. Or essentially before you play Aluneth.
And then let your life be a rollercoaster of randomness!

Hope you like the deck and have FUN!

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  1. Mambaman
    June 21, 2018 at 4:34 am

    there is no Yogg in your Yogg deck :/