With this thread, my aim is to help people that are still unsure on how to build a mage deck, or people that want to improve theirs. I'll be giving some information along with the decklist on why i made these particular decisions.
If there are any questions, feel free to ask.
(1) Arcane Missiles x 2
(2) Frost bolt x 2
(2) Amani berserker x 1
(2) Bloodmage Thalnos x 1
(2) Faerie Dragon x 2
(2) Wild pyromancer x 1
(3) Cone of Cold x 2
(3) Acolyte of Pain x 1
(3) Raging Worgen x 2
(3) Shattered Sun Cleric x 2
(4) Fireball x 2
(4) Polymorph x 2
(4) Chillwind Yeti x 2
(5) Blizzard x 2
(5) Azure Drake x 2
(6) Argent Commander x 2
(7) Archmage Antonidas x 1
(8) Pyroblast x 1
Purpose of this deck:
Unlike a lot of mage decks out there, this deck mainly focusses on burning your opponents down. in 85% of my games i did not need Pyroblast to seal the deal because this deck is super fast, it's super aggressive and it has a lot of synergy along with controlling aspects which makes it extremely hard to answer too, on top of that, it's very consistent.
Thoughts behind the deck:
This deck was made based on the current strongest decks according to TeamLiquid.HS (Mages, Hunters, Priests and Warlocks). I began to theorycraft about these decks, making a couple of them on my own and discover their weak points. After a lot of playtesting i put together my mage deck and went 9-0 during the ESL CUP.
Along with that, i wanted to have the maximum consistency a deck could have, leaving out slow cards such as Mirror Entity, Mirror Image, Counterspell, ... and being able to play something each turn to keep up with the aggression.
Cards that set my deck appart and why i play them:
* Hunter OTK's true nightmare, it escapes explosion trap, arcane shot and it can be pinged to kill Misha. Besides that, it utterly destroys metacards such as Sen'jin & Yeti.
This card has to be dealt with as soon as possible or it's gonna be devastating.
Double Faerie Dragon:
* In my opinion, the best 2 drop in the game for everyone out there. Faerie is an enormous pain to play against, especially for priests that have the habit of playing their NSC's first turn. Always play this cards in the middle of your other minions so that plays such as explosion shot, cone of cold etc... Lose 33% of their value.
A very uncommonly seen card that holds a lot of potential. This together with Arcane Missiles was a safe way for me to deal with Faerie Dragons, it offered the utility to both snipe away blood imps and have board control at the same time. It is extremely good to play with Acolyte of Pain, Raging Worgen and the Armani Berserker in order to both maintain board control and have them become an even bigger thread.
Shattered Sun Cleric:
I consider this card slightly OP and most certainly the best 3 drop in game. It's one of the most multifunctional cards available. You can buff up your 2 drop minions to escape the SWD/SWP zone.. You can get an extra card from Acolyte, buff your Raging Worgen in order to dish out 8 damage in one turn or you can make a more valuable exchange (Killing a 3/3 with your buffed up 3/3) besides that, you can make sure your Faeirie or Pinged Raging worgen does not die to AOE such as Consecration and Holy Nova.
The bane of priests, not only does it have 4 attack, but it has a divine shield along with it making it very hard to get rid of this card without having to sacrifice too much. The charge makes it even more valuable as you can dish out another 4 damage which is very valuable if you play an aggro/burn mage deck.
A very valuable asset to the burn deck as it makes your deck even more threatening. The combination of the +1 spelldamage and the Draw effect makes this a perfect card for combo setups. It's one of those cards that you know you have to deal with, but on the other hand don't want to touch. It makes your Cone of Cold and Blizzard a true nightmare as it improves their damage by 100 & 50% which is enough for most of the early - midd game minions.
I've decided to play this card for one reason only which is lategame control. It wasn't meant to start throwing fireballs at my opponent and finish them off. There were times where i was facing a couple of decks that involved cards mainly focussed on anti-mage aggression such as Lay on Hands, Guardian of Kings etc.. This was my key to maintain complete game control and not rely on just Pyroblast to finish the game as they could outheal my burst and slowly regain advantage.
That's about it, as mentioned before, if there are any questions feel free to ask. Good luck!