Heroes[edit | edit source]
Overview[edit | edit source]
Mages are the archetypal spell-casters. Masters of all things magical, they can summon balls of fire, bolts of ice and even pure arcane energy to sear and destroy their opponents. Mages excel at instant damage spells, whether blasting enemies from the field of battle one by one or wiping out whole armies with a single area of effect attack. Mages are also masters of control, able to freeze enemies in place with explosions of frost, or transform them into powerless Sheep at will.
With their unrivaled array of damaging spells, mages need as much Spell Damage as they can get, and can call on powerful magical allies to strengthen their spell-casting. However, even without their assistance, mages wield the most powerful damaging spells in the game. With devastating board-wipes like Flamestrike, game-ending nukes like Pyroblast, and a Hero Power that allows them to blast any target at any time, only a fool would take the wrath of a mage lightly.
Background[edit | edit source]
- Main article: Mage
Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze. Masters of ice can command blizzards that tear into flesh and limit movement. Should enemies manage to survive this assault, the mage can shrink them into harmless sheep in the blink of an eye.
Powerful magi can even generate enhancements and portals, assisting allies by sharpening their minds and transporting them instantly across the world.
Hero Power[edit | edit source]
The mage Hero Power Fireblast can be used to deal 1 damage to any target. It is useful for board control, able to remove smaller minions like Bluegill Warrior or even large minions like Boulderfist Ogre if the minion has already been weakened. It can be used strategically to remove a Divine Shield from an enemy, or to hit one of the mage's own minions to activate certain effects, such as Amani Berserker or Acolyte of Pain. As a Hero Power, Fireblast can bypass minions with Taunt, but cannot target elusive minions like Faerie Dragon. Note that it is not a spell and therefore is not affected by Spell Damage.
Replacement Hero Powers[edit | edit source]
Strategy and gameplay[edit | edit source]
Mages use a large array of spells that cripple the opponents minions and damage their hero. Decks that contain minions that boost Spell Damage like Kobold Geomancer or Azure Drake will be able to strengthen the mage's numerous direct damage spells and even make weak spells into formidable nukes. Minions that benefit from playing spells like Mana Addict, Violet Teacher, or Gadgetzan Auctioneer often also fit well into mage decks.
For slower decks, mages can turtle exceptionally well, with cards like Ice Barrier and Ice Block which augment the hero's ability to survive, while their early game crowd control effects like Frost Nova and Cone of Cold prevent retaliation until the mage can play powerful cards like Pyroblast.
Common deck types[edit | edit source]
Tempo Mage is perhaps the most common mage deck type, with a number of variants. Mages can arm themselves with low-cost spells with Mana Wyrm, Flamewaker, and Vex Crow to snowball early and finish off with direct damage while never running out of steam with Aluneth or Mana Cyclone. Secret Mage relies on Secrets not only to generate useful effects but also to baffle and confuse the opponent, forcing them to delay strong plays while they dismantle the mage's unpredictable web of spells. Aggro or burn mage goes for direct damage as as often as possible instead, using aggressive but short-lived minions to push for damage early on and pelt the opponents with fireballs, a barrage of arcane missiles, and one big Pyroblast to finish them off. In Wild format, Mech Mage makes heavy use of cards from Goblins vs Gnomes for strong Mech synergy, and also spell synergy with the generated Spare Parts cards, making this a semi spell-oriented deck.
On the slower side, Mages can employ heavy spells with Dragon's Fury and Arcane Artificer for late-game control. They can also employ a deck that goes all-in on Archmage Antonidas. Once they have all the combo pieces to create four Sorcerer's Apprentices, their powers combined allows the mage to throw infinite Fireballs to end the game. This combination is known as Exodia Mage.
Mage is also known for featuring one of the slowest decks in the game - the Freeze Mage. This deck uses heavy control elements including the mage's unique Freeze effects, AoE removal like Flamestrike, and the impenetrable Ice Block to slow and delay the opponent's assault, followed by a flurry of direct damage spells like Fireball, Frostbolt and Ice Lance to destroy the opponent, often in a single turn.
Mages are also attuned with Elementals. Elemental Mages have rudimentary Elemental synergy effects that generate value, but late game Elementals can overwhelm the opponent, whether it's using Frost Lich Jaina to create an army of lifestealing elementals with her Icy Touch, or crashing down Animated Avalanches upon their opponent.
Counters[edit | edit source]
While strategy against mages depends heavily on deck type, this section describes some general pointers to bear in mind when learning to play against the class.
Mages have strong battlefield control, with single target spells like Polymorph and Fireball, and numerous Freeze effects such as Frost Nova, along with board wide removal from Flamestrike and Blizzard. These cards excel later in the game when stronger minions are played and when mana is available. It is possible to bait removal by placing threatening minions to force the mage to use them before then playing your strongest cards. Be aware of minion vulnerability when approaching turn 7, as any sizeable force of minions (especially at 4 Health or less) will offer a good reason for the mage to play Flamestrike if they have it.
A mage has a large array of powerful Secrets, but you can minimize their impact. If the mage has a Secret always try to safely determine which one it is:
- Play a weak minion before a strong minion in case it is Mirror Entity.
- Play weak or cheap spells before using strong and costly spells in case of Counterspell.
- Attack the hero directly with a weak minion before a strong minion in case it's Vaporize.
- Spellbender will replace the target of a single-target spell with a 1/3 minion. So you can use a weak spell before an important spell to negate it.
- Ice Barrier is a powerful secret that will give the mage 8 Armor when your minion or hero attacks the mage. Spells and Hero Powers do not trigger the Secret.
- Ice Block will delay death for at least one turn so in a close game don't be baited into using all of your cards in an attempt to kill the mage as it may allow the mage to make a comeback if you sacrificed too much.
- When killing enemy minions, kill the weakest one first in case of Duplicate, and/or the cheapest in case of Effigy.
- When you cast a spell, be ready for a potential Netherwind Portal. Don't spend all of your mana just in case it's a minion like Archmage Vargoth or Nozdormu the Timeless that you need to address.
Spells[edit | edit source]
|Name / Desc||Rarity||School||Class||Cost||Description|
|Flurry (Rank 1)||Rare||Frost||Mage||0||Freeze a random enemy minion. (Upgrades when you have 5 Mana.)|
|Arcane Missiles||Free||Arcane||Mage||1||Deal 3 damage randomly split among all enemies.|
|Brain Freeze||Rare||Frost||1||Freeze a minion.|
Combo: Also deal 3 damage to it.
|Devolving Missiles||Epic||Arcane||1||Shoot three missiles at random enemy minions that transform them into ones that cost (1) less.|
|Font of Power||Rare||Arcane||Mage||1||Discover a Mage minion. If your deck has no minions, keep all 3.|
|Primordial Studies||Common||Arcane||1||Discover a Spell Damage minion. Your next one costs (1) less.|
|Shooting Star||Common||Arcane||Mage||1||Deal 1 damage to a minion and the minions next to it.|
|Snap Freeze||Common||Frost||Mage||1||Freeze a minion. If it's already Frozen, destroy it.|
|Arcane Explosion||Free||Arcane||Mage||2||Deal 1 damage to all enemy minions.|
|Astral Rift||Rare||General||Mage||2||Add 2 random minions to your hand.|
|Conjure Mana Biscuit||Common||Arcane||Mage||2||Add a Biscuit to your hand that refreshes 2 Mana Crystals.|
|Cram Session||Rare||Arcane||Mage||2||Draw 1 card (improved by Spell Damage).|
|Evocation||Legendary||Arcane||Mage||2||Fill your hand with random Mage spells. At the end of your turn, discard them.|
|Incanter's Flow||Common||Arcane||Mage||2||Reduce the Cost of spells in your deck by (1).|
|Runed Orb||Common||Arcane||Mage||2||Deal 2 damage. Discover a spell.|
|Wildfire||Epic||Fire||Mage||2||Increase the damage of your Hero Power by 1.|
|Arcane Intellect||Common||Arcane||Mage||3||Draw 2 cards.|
|Combustion||Epic||Fire||Mage||3||Deal 4 damage to a minion. Any excess damages both neighbors.|
|Cone of Cold||Common||Frost||Mage||3||Freeze a minion and the minions next to it, and deal 1 damage to them.|
|Counterspell||Rare||Arcane||Mage||3||Secret: When your opponent casts a spell, Counter it.|
|Ice Barrier||Common||Frost||Mage||3||Secret: When your hero is attacked, gain 8 Armor.|
|Mirror Entity||Common||Arcane||Mage||3||Secret: After your opponent plays a minion, summon a copy of it.|
|Netherwind Portal||Common||Arcane||Mage||3||Secret: After your opponent casts a spell, summon a random 4-Cost minion.|
|Oasis Ally||Common||Frost||Mage||3||Secret: When a friendly minion is attacked, summon a 3/6 Water Elemental.|
|Rigged Faire Game||Epic||General||Mage||3||Secret: If you didn't take any damage during your opponent's turn, draw 3 cards.|
|Deck of Lunacy||Legendary||General||Mage||4||Transform spells in your deck into ones that cost (3) more. (They keep their original Cost.)|
|Fireball||Common||Fire||Mage||4||Deal 6 damage.|
|Potion of Illusion||Epic||Arcane||4||Add 1/1 copies of your minions to your hand. They cost (1).|
|Refreshing Spring Water||Common||General||Mage||4||Draw 2 cards. Refresh 2 Mana Crystals for each spell drawn.|
|Ring Toss||Rare||General||Mage||4||Discover a Secret and cast it. Corrupt: Discover 2 instead.|
|Apexis Blast||Epic||General||Mage||5||Deal 5 damage. If your deck has no minions, summon a random 5-Cost minion.|
|Flamestrike||Epic||Fire||Mage||7||Deal 5 damage to all enemy minions.|
|Mask of C'Thun||Rare||General||Mage||7||Deal 10 damage randomly split among all enemies.|
|Deep Freeze||Rare||Frost||Mage||8||Freeze an enemy. Summon two 3/6 Water Elementals.|
|Grand Finale||Rare||Fire||Mage||8||Summon an 8/8 Elemental. Repeat for each Elemental you played last turn.|
|Showing all 35 cards|
The following spells are generated by other mage cards or effects, and are uncollectible.
|Name / Desc||Rarity||School||Class||Cost||Description|
|Flurry (Rank 2)||Rare||Frost||Mage||0||Freeze two random enemy minions. (Upgrades when you have 10 Mana.)|
|Flurry (Rank 3)||Rare||Frost||Mage||0||Freeze three random enemy minions.|
|Mana Biscuit||None||General||Mage||0||Refresh 2 Mana Crystals.|
Discover 2 Secrets and cast them.
|Showing all 4 cards|
Minions[edit | edit source]
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Babbling Book||Rare||General||Mage||1||1||1||Battlecry: Add a random Mage spell to your hand.|
|Glacier Racer||Rare||General||Mage||1||1||3||Spellburst: Deal 3 damage to all Frozen enemies.|
|Lab Partner||Common||General||Mage||1||1||3||Spell Damage +1|
|Mana Wyrm||Common||General||Mage||1||1||2||Whenever you cast a spell, gain +1 Attack.|
|Wand Thief||Common||General||1||1||2||Combo: Discover a Mage spell.|
|Apexis Smuggler||Epic||General||Mage||2||2||3||After you play a Secret, Discover a spell.|
|Arcanologist||Common||General||Mage||2||2||3||Battlecry: Draw a Secret.|
|Astromancer Solarian||Legendary||General||Mage||2||3||2||Spell Damage +1|
Deathrattle: Shuffle 'Solarian Prime' into your deck.
|Confection Cyclone||Common||Elemental||Mage||2||3||2||Battlecry: Add two 1/2 Sugar Elementals to your hand.|
|Fallen Hero||Rare||General||Mage||2||3||2||Your Hero Power deals 1 extra damage.|
|Game Master||Common||General||Mage||2||2||3||The first Secret you play each turn costs (1).|
|Imprisoned Phoenix||Common||Elemental||2||2||3||Dormant for 2 turns.|
Spell Damage +2
|Starscryer||Common||General||Mage||2||3||1||Deathrattle: Draw a spell.|
|Trick Totem||Rare||Totem||2||0||3||At the end of your turn, cast a random spell that costs (3) or less.|
|Arcane Luminary||Epic||Elemental||Mage||3||4||3||Cards that didn't start in your deck cost (2) less, but not less than (1).|
|Firebrand||Common||General||Mage||3||3||4||Spellburst: Deal 4 damage randomly split among all enemy minions.|
|Imprisoned Observer||Rare||Demon||Mage||3||4||5||Dormant for 2 turns. When this awakens, deal 2 damage to all enemy minions.|
|Rimetongue||Rare||General||Mage||3||3||4||After you cast a Frost spell, summon a 1/1 Elemental that Freezes.|
|Ethereal Arcanist||Rare||General||Mage||4||3||3||If you control a Secret at the end of your turn, gain +2/+2.|
|Occult Conjurer||Epic||General||Mage||4||4||4||Battlecry: If you control a Secret, summon a copy of this.|
|Reckless Apprentice||Rare||General||Mage||4||3||5||Battlecry: Fire your Hero Power at all enemies.|
|Varden Dawngrasp||Legendary||General||Mage||4||3||3||Battlecry: Freeze all enemy minions. If any are already Frozen, deal 4 damage to them instead.|
|Water Elemental||Rare||Elemental||Mage||4||3||6||Freeze any character damaged by this minion.|
|Wyrm Weaver||Rare||General||Mage||4||3||5||Spellburst: Summon two 1/2 Mana Wyrms.|
|Aegwynn, the Guardian||Legendary||General||Mage||5||5||5||Spell Damage +2|
Deathrattle: The next minion you draw inherits these powers.
|Ethereal Conjurer||Common||General||Mage||5||6||4||Battlecry: Discover a spell.|
|Firework Elemental||Common||Elemental||Mage||5||3||5||Battlecry: Deal 3 damage to a minion. Corrupt: Deal 12 instead.|
|Keywarden Ivory||Legendary||General||5||4||5||Battlecry: Discover a dual-class spell from any class. Spellburst: Get another copy.|
|Mozaki, Master Duelist||Legendary||General||Mage||5||3||8||After you cast a spell, gain Spell Damage +1.|
|Ras Frostwhisper||Legendary||General||5||3||6||At the end of your turn, deal 1 damage to all enemies (improved by Spell Damage).|
|Coldarra Drake||Epic||Dragon||Mage||6||6||7||You can use your Hero Power any number of times.|
|Jandice Barov||Legendary||General||6||2||1||Battlecry: Summon two random 5-Cost minions. Secretly pick one that dies when it takes damage.|
|Sayge, Seer of Darkmoon||Legendary||General||Mage||6||5||5||Battlecry: Draw 1 card.|
(Upgraded for each friendly Secret that has triggered this game!)
|Mordresh Fire Eye||Legendary||General||Mage||10||10||10||Battlecry: If you've dealt 10 damage with your Hero Power this game, deal 10 damage to all enemies.|
|Showing all 34 cards|
Uncollectible[edit | edit source]
The following minions are generated by other mage cards, and are uncollectible.
|Name / Desc||Rarity||Subtype||Class||Cost||Atk||HP||Description|
|Frosted Elemental||None||Elemental||Mage||1||1||1||Freeze any character damaged by this minion.|
Battlecry: Deal 12 damage to a minion.
|Solarian Prime||None||Demon||Mage||9||7||7||Spell Damage +1|
Battlecry: Cast 5 random Mage spells (targets enemies if possible).
|Showing all 6 cards|
Leveling rewards[edit | edit source]
Starting cards[edit | edit source]
All mages start with the following class cards.
Level 2-10[edit | edit source]
Up to level 10, reaching each even-numbered level will award the player two copies of a new Basic class card. These cards are not obtainable through any other means.
Level 11-60[edit | edit source]
Above level 10, reaching certain levels will award golden versions of existing Basic cards. As they are uncraftable, it is not possible to disenchant these cards, making the reward purely cosmetic. Reaching each required level will award one golden card. Levels after 10 award golden Basic class cards, whereas levels after 52 award golden Basic neutral minion cards.
Trivia[edit | edit source]
- As of 2016, mage is by far the most commonly searched for class using Google. Top searches include "Freeze Mage" and "Mech Mage".
- Mage was one of the first three classes to receive an alternate hero. It is tied with Paladin and Warlock for the the most available heroes, and was the first class to have three possible heroes.
- During the game's early development, the mage hero was Kael'thas Sunstrider. The hero can be seen in screenshots from that period.
References[edit | edit source]