Armor Mage

Class: Mage - Format: wolf - Type: tempo - Season: season-117 - Style: ladder

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Deck Import

Deck has a lot of armor synergy, cold case x2 is irreplaceable when combined with arcane artifacter. 2x arcane artifacter while on board is insane, as it provides double value for each spell, make firelands, and fireball have insane defensive potential.


I would argue that 2x arcane intellect is better. I would argue that in situations where the enemy is using a treant deck, or a miracle rogue, or a similar minion pull deck that 1x arcane intellect is an actual condition for loss of the game. I use 1x arcane intellect to add more deck synergy for spells, and to add an additional minion, this could be incorrect. 


The basic idea is pyroblast x1, which was removed because I needed more board clear. Instead, Firelandsx2, and Fireball x2 are the main use of nuking the enemy player’s health. Know that in other mage armor decks, these cards are better for board clear, than putting someone with 40 armor into the cemetery.


Fiddlefire Impx2 is one of the more fun parts of the deck. I do reason you could add a few discover cards, however imp provides good value. // look up why people dont put imp in their decks. 


The main goal is to get armor, and nuke people. Issues with the deck are clearing minions. Most cases you will find that you dont need a lot of card pull. The main issue with the deck is having more minions, that have value. HS seems to have got rid of a lot of the taunts normally you would use. 


Save Flame Geysers. Most of the spell damage cards, have value for attack and health. The idea is that when you use a flame geyser, you can use it for board clear, or for face damage with the spell damage increasing the value, making these cards have stored value, instead of inherent value.


The main issue with this deck, is that you always have cards, and often cant get rid of them, either because the minions cost too much, or the spells (other then armor) which are mainly situational cant be used, or would be impractical.


Loophole for armor, is the idea that it might be possible to attack the face of the enemy, knowing that midgame you will have the opportunity to scale your armor. Remember, that if your health ever reaches below 16 you are screwed if you don’t have enough armor cards in your hand.


Often minions are used to fill the boards, as it’s better to give the enemy a target instead of allowing them to hit your face.


Sunspot Dragon is used for lifesteal. It doesnt really win games that many games, occasionally it will allow you overcome an obstacle, or prolong the game, which has allowed me to increase the chance I will win, and oddly adds the ability to continue cycling for a card that will give me a game win solution. 


Save the Cosmic Keyboard for turn 6 or turn 7.


Every 20 games, you might get a super bad hand, try to remember what to keep, and what to replace (or, mulligan).

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