Jump to content
FORUMS
Sign in to follow this  
Damien

Hearthstone Sottle's Legendary Tempo Mage TGT

Recommended Posts

Guest Wingdins

I think the unstable portal 'card' is bugged in the decklist, incorrectly showing it as a hero power costing 0 mana.

Share this post


Link to post
Share on other sites
Guest Gobos

I've started practicing this deck recently, I really like it. Random stuff given by portals and spellslingers is gamebreaking sometimes biggrin.png

 

In my experience, it does very badly against control Warrior - is this correct, or am I doing something wrong? 

 

Also, do you think any of the cards from new adventure will be worthwhile additions or must-haves in this deck? 

Share this post


Link to post
Share on other sites

I've started practicing this deck recently, I really like it. Random stuff given by portals and spellslingers is gamebreaking sometimes biggrin.png

 

In my experience, it does very badly against control Warrior - is this correct, or am I doing something wrong? 

 

Also, do you think any of the cards from new adventure will be worthwhile additions or must-haves in this deck? 

 

Although the deck is unfavoured against Control Warrior, I feel like "very badly" is too much. Usually players overextend into Brawl and trade too much.

The torch seems ok, but not sure what to swap it for. For now I play it without any LoE cards.

Share this post


Link to post
Share on other sites

I experience a shortcoming of card draw with this deck

 

Yes, that is a bit of a problem. You will need to know when to use your resources so you don't run out of them. If you tempo too hard, you will quickly run out of cards. 

Share this post


Link to post
Share on other sites
Guest obivandamme

I've started practicing this deck recently, I really like it. Random stuff given by portals and spellslingers is gamebreaking sometimes biggrin.png

 

In my experience, it does very badly against control Warrior - is this correct, or am I doing something wrong? 

 

Also, do you think any of the cards from new adventure will be worthwhile additions or must-haves in this deck? 

I swapped the Crusader for the Ethereal Conjurer. The stats are worse, but I think a spell is more valuable than a random paladin card. I am not sure if the "stats for spell" trade of is worth it but I at least want to test it

Share this post


Link to post
Share on other sites

I still prefer the Crusader personally, but i'm considering adding Conjurer to the standard version, i'm not all that convinced on it yet though. More testing needed.

Share this post


Link to post
Share on other sites

I don't have access to BRM at the moment, so I'm missing the Flamewakers, what would you recommend as a replacement? I was thinking either Big Game Hunter or Mind Control Tech, but I'm not entirely certain. I have about 10k dust, so crafting isn't really an issue, but anything from LoE or BrM is going to have to wait for a while.

Share this post


Link to post
Share on other sites

I don't have access to BRM at the moment, so I'm missing the Flamewakers, what would you recommend as a replacement? I was thinking either Big Game Hunter or Mind Control Tech, but I'm not entirely certain. I have about 10k dust, so crafting isn't really an issue, but anything from LoE or BrM is going to have to wait for a while.

There is a Tempo Mage without BrM posted on the site already. I don't think it will be any good, though. 

Share this post


Link to post
Share on other sites
Guest Guest

Been having some fun with this deck and similar ones, but no matter what I tech in I cant seem to consistently beat control decks, especially priests who get a fast start, and handlocks.  

In a deck with no silence or similar effects, how can you go about killing or playing around a cleric or deathlord that's been buffed with velens chosen on turn 3 for example?

 

Handlocks have proven pretty much unbeatable for me if they know what they're doing, the closest I can get is lowering them to 17 or so health while I have some minions on the board and both fireballs in hand, but then the inevitable reno jackson or brann healbot combo shatters that dream

Share this post


Link to post
Share on other sites

Been having some fun with this deck and similar ones, but no matter what I tech in I cant seem to consistently beat control decks, especially priests who get a fast start, and handlocks.  

In a deck with no silence or similar effects, how can you go about killing or playing around a cleric or deathlord that's been buffed with velens chosen on turn 3 for example?

 

Handlocks have proven pretty much unbeatable for me if they know what they're doing, the closest I can get is lowering them to 17 or so health while I have some minions on the board and both fireballs in hand, but then the inevitable reno jackson or brann healbot combo shatters that dream

In that case you could tech in a second Poly:Boar. Not really sure though, as it will lower your winrate against aggro decks. 

Share this post


Link to post
Share on other sites

Been having some fun with this deck and similar ones, but no matter what I tech in I cant seem to consistently beat control decks, especially priests who get a fast start, and handlocks.  

In a deck with no silence or similar effects, how can you go about killing or playing around a cleric or deathlord that's been buffed with velens chosen on turn 3 for example?

 

Handlocks have proven pretty much unbeatable for me if they know what they're doing, the closest I can get is lowering them to 17 or so health while I have some minions on the board and both fireballs in hand, but then the inevitable reno jackson or brann healbot combo shatters that dream

If you have minions in play as you described, then the healing shouldn't be too big of a deal. Obviously Reno sucks, but Reno when you have a board is not the end of the world. You need to be prepared to play the long game now that there's so much more healing in the game, use your damage to take down minions, keep a board presence etc. Minions are worth infinite damage if they stay alive, Fireballs are just 6 :)

Priests can be rough, Handlock and Renolock is pretty 50/50 though.

Share this post


Link to post
Share on other sites
Guest Guest

Hi, I'm puzzled: Arcane Intellect is mentioned in your discussion, but is not on the list. Do I miss something here?

Share this post


Link to post
Share on other sites
Guest Maelzrael

The adjustments made to the deck yesterday are pretty great for this meta. However your guide doesn't reflect these changes in all areas yet.. just a heads up. 

Share this post


Link to post
Share on other sites
Guest Batman

Thank you Sottle for all these decks, tempo mage has been my favourite for quite some time and with it I had the easlest climb to rank 3 (i guess you can reach legend with all of your metadecks but after rank 5 i get lazy).

 

Anyways, i think counterspell fits better than duplicate (gives you a chance to play flamewaker on a empty board and and bait removals, sometimes you counter big spells etc), thoughts on this?

Share this post


Link to post
Share on other sites

Thank you Sottle for all these decks, tempo mage has been my favourite for quite some time and with it I had the easlest climb to rank 3 (i guess you can reach legend with all of your metadecks but after rank 5 i get lazy).

 

Anyways, i think counterspell fits better than duplicate (gives you a chance to play flamewaker on a empty board and and bait removals, sometimes you counter big spells etc), thoughts on this?

 

The Secret package is definitely flexible, i'm not a big fan of Counterspell since i find it more awkward when pulled from a Mad Scientist than Mirror or Dupe, but a lot of players do favour it.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Hearthstone is taking a bold step into the StarCraft universe with "Heroes of StarCraft: The Great Dark Beyond," a 49-card mini-set launching in January 2025.
      Featuring iconic factions like Zerg, Protoss, and Terran, complete with legendary leaders Sarah Kerrigan, Artanis, Jim Raynor, this set blends StarCraft nostalgia with Hearthstone's gameplay.
      Additionally, Arena Mode is getting a massive overhaul, introducing shorter Normal Arena runs and a high-stakes Underground Arena with a game matching "re-draft on loss" mechanic, giving you the option to re-draft cards, edit your deck, and keep your run alive, after you lose.
      The year ahead promises 3 expansions, including the Emerald Dream's battle between Old Gods and Druids, a return to Un'Goro Crater, and a Chromie-led journey through alternate realities.
      (Source)
      Hearthstone: Heroes of StarCraft – The Great Dark Beyond Mini-Set  
      Early next year, Hearthstone is going beyond Warcraft and into... Heroes of StarCraft! This special Mini-Set will have a whopping 49 new cards across three themed factions, which show what the StarCraft universe would look like in the Hearthstone Tavern. Each faction is made up of cards that can be used across multiple classes, including an iconic Hero card. 
       Zerg 
      Death Knight, Demon Hunter, Hunter, and Warlock have joined the Zerg! Led by the formidable  Sarah Kerrigan, they will have aggressive cards that win the game by swarming the board. 
       Protoss 
      Druid, Mage, Priest, and Rogue fight for the Protoss Empire. Led by the High Templar Artanis, they will have powerful, high-cost cards that are made cheaper throughout the game. 
       Terran 
      Paladin, Shaman, and Warrior make up the Terran forces, led by the one and only Jim Raynor. They will command Battlecruisers—a special take on the Starship mechanic from The Great Dark Beyond. 
      The Mini-Set will feature a slew of StarCraft units which are sure to invoke nostalgia, as well as the Terran-armored Murloc, Grunty, and new, thematic music. You can chart a course for the Heroes of StarCraft Mini-Set, launching in January 2025! More announcements, details, and card reveals are coming closer to launch. 
       Major Arena Updates 
      Then, for the first time in 10 years, Arena Mode is getting a major overhaul. With that update, there will be two kinds of Arena to choose from. Normal Arena will be shorter form, allowing you to complete your runs more quickly. Competitive Arena players will be able to play in the higher-stakes Underground Arena, with longer runs and a new feature: Re-Draft on Loss. Re-Draft on Loss means that, after you lose, you’ll have the option to re-draft cards, edit your deck, and keep your run alive. 
      Ratings will also be added to both Normal and Underground Arena. Normal, skill-based matchmaking will be used for Normal Arena. Underground Arena throws caution to the wind and lets you face off against opponents of all skill levels. 
      This major Arena revamp is coming in the first half of next year. Look out for more details about this update closer to when it goes live. 
      A Preview of the Year Ahead: The Year of the Raptor!
      On top of those updates, Hearthstone has an exciting year of expansions ahead, with much-requested themes, locations, and familiar faces across Azeroth. 
      In the first expansion of the year, enter the Emerald Dream and join the battle between the Old Gods and the Druids of the Emerald Dream for the fate of the World Tree. Things will heat up even more when the Druids of the Flame light up the Mini-Set (releasing earlier than normal this year, during the 32.2 Patch). 
      The second expansion of the year will be Hearthstone’s first-ever sequel: the return to Un’Goro Crater! Join Elise on a hunt for a mythical, lost Tortollan city. When you find it, join the Tortollans in a festival to celebrate the mighty dinosaurs of the crater in the 33.4 Mini-Set. 
      In the third expansion of the year, travel with Chromie through alternate realities to recruit Legendary Warcraft heroes like you’ve never seen them before. Leading to the 34.4 Mini-Set: an epic showdown against Murozond at the end of time! 
    • By Tomseno
      Raid/Class Spots Are Open To Any Applicant If The Player Is The Right Fit
      A guild formed with an ambition for progression and a love for M+ we decided to make the move from Silvermoon Alliance and form a guild to take our focus to the next level, Cutting Edge in 10.1 being the next step.
      We believe in building a guild by recruit players of a similar goal and mentality whether it be for raiding or for push score in Mythic plus. We value loyalty, honesty and a positive attitude towards setbacks. Communication skills are an absolute must.
      Raid Schedule
      Wednesday 20:30-23:00 Sunday 20:30-23:00
      Current Progression
      9/9HC 5/9M
      What are we looking for recruitment wise?
      We're currently open to recruiting DPS classes listed above, as we aim to solidify a stable 25-player roster. We're looking to provide competition to existing members and choose the best 25 players to proceed with for next tier.
      Contact Information:
      Discord; tomsen and lora1506
      Think you'd be a good fit?
      If you believe that you are a player that is looking to achieve the same goals as us then why not contact us and see if we can achieve our goals together!
    • By positiv2
      This thread is for comments about our Outlaw Rogue Leveling Guide.
    • By positiv2
      This thread is for comments about our Shadow Priest Leveling Guide.
    • By Aerlon
      Hello everyone,
      Last patch gave us 40% and 10% damage increase on ray of frost and glacial spike
      Does anyone know of these changes make them relevant ?
      Should frost mage play with these or one of these now ?
×
×
  • Create New...