Got to legend again with my burn/combo mage

Proof https://imgur.com/a/GmVAwIV

Record (67% winrate) https://imgur.com/a/oPCvaEW

Decklist ### incanters burn 3.0

# Class: Mage

# Format: Wild


# 2x (1) Ice Lance

# 2x (1) Lab Partner

# 2x (1) Primordial Studies

# 1x (2) Ancient Mysteries

# 2x (2) Conjure Mana Biscuit

# 2x (2) Cram Session

# 2x (2) Frostbolt

# 2x (2) Incanter's Flow

# 2x (2) Research Project

# 1x (2) Runed Orb

# 2x (2) Sorcerer's Apprentice

# 2x (3) Arcane Intellect

# 2x (3) Forgotten Torch

# 2x (3) Ice Block

# 1x (3) Stargazer Luna

# 2x (4) Refreshing Spring Water

# 1x (6) Gadgetzan Auctioneer




# To use this deck, copy it to your clipboard and create a new deck in Hearthstone

This is a really sweet combo deck that I made back in December and have been tweaking/upgrading. (Previous posts: https://www.reddit.com/r/CompetitiveHS/comments/kg6vc0/i_climbed_from_silver_to_legend_with_my_own_wild/ , https://www.reddit.com/r/CompetitiveHS/comments/l6jtq6/got_wild_legend_with_my_new_upgraded_incanters/) The changes from the last version are -1 Fireball -2 Primordial Glyph, +1 Runed Orb +2 Refreshing Spring Water. Refreshing Spring Water definitely enables the deck reall well, I honestly think it might be the best card in the deck. I know incanter's flow and combo mage decks are pretty popular on ladder this season so I'm not a cool trailblazer for playing this but I like my version a lot and I think it's more competitive than the flamewaker/mozaki versions.


We are an all-in combo deck. Until you can combo, focus on setting up incanter's flow and conjure biscuit, drawing cards, managing your hand size (for instance just throwing torch at your opponent), and using your hero power to delay your death. Generally you're saving all of your burn spells for your opponent's face, but it's okay to use a couple (esp forgotten torch, runed orb) on your opponent's minions if it'll help you survive longer. It takes a bit of practice to know when you can go off but if you can get at least two cost reducers set up along with either auctioneer or Luna, with a few excess mana or biscuits, you can often play your whole deck in one turn. I highly suggest a deck tracker so that you know what cards might show up when you draw off Luna.

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Card interactions to remember are that you can play lab partner for free if you can play primordial studies for free; that cards like research project, cram session, conjure biscuit are especially useful with Luna because they let you reset the rightmost card in your hand; that a lot of your spells add cards to your hand which can create a hand size issue when you're using auctioneer (you may want to play some of your spells before you play auctioneer, even though that seems counterintuitive); that incanter's flow doesn't affect roaring torches that are put in your deck after you use it (if you're playing them in the same turn always play forgotten torch before incanter's flow); remember not to fatigue yourself, esp since this deck goes down to 1 a lot since it plays ice block; refreshing spring water can be mana positive if you reduce the cost (I still usually just play it turn 4 if I don't have something better to do)

For the mulligan always keep Luna, always keep incanter's flow, and I always keep spring water though I'm less sure about that one since it's kind of better later. The rest are matchup dependent and first/second dependent but consider keeping sorcerer's apprentice (esp along with Luna), conjure biscuit (esp along with Luna or auctioneer), ancient mysteries, arcane intellect, research project, cram session (along with spell damage cards)

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Matchups: Watch out for secret hate. Every Reno deck has zephrys and most of them have at least one other piece. Kezan mystic and horde operative are specifically very problematic, so you may want to delay playing ice block until you are about to die. Watch out for loatheb too. One of the hardest and most decision-heavy matchups is secret mage, mostly because of explosive runes, which kills your combo pieces and kills you through ice block. Try to check for explosive runes before they break ice block with lab partner or a card off primordial studies. If you get offered mana reservoir or street trickster those are pretty good since you can play them into explosive runes at 1 health and not die. Another really hard matchup is call to arms paladin, which has oh my yogg and far watch post. Far watch post is a must kill for this deck so it can be good to keep something like forgotten torch to help you do that.

Some Replays

https://hsreplay.net/replay/7A38a3NbMX8gJKBXgXDwJZ turn 7 win vs paladin

https://hsreplay.net/replay/5xzBsRFJ2bHft5EFQ4333B turn 7 win vs paladin

https://hsreplay.net/replay/4gkRPAhrs7XeSxcdrGcqdP turn 5 win vs druid

https://hsreplay.net/replay/RrfmLtdJTggfsQJj8Ta2gB turn 4 (!) win vs rogue


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