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Arge's Mage Tourney Deck

This deck went 10-0 to win in a 757 player tourney on Sept 29. - Editor

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Wood Elf - 1 Attack 2 Defense 9 HP - 1 power for each quest with token

Quests

Abilities (17)

Tactics (13)

Items (0)

Units (20)

Because of the different types of decks currently in tournament play (i.e. Fighter - Fiery Avenger, scout or priest - Lockdown), I choose mage because of the tactical advantages. Many decks have a tendency of doing 8+ damage per turn if they have the power to do so. A mage build allows me to have a card that can drain power (i.e. Mana Sieve) which is quite effective vs. the fighters and scouts. Also, many mage abilities can do direct damage which is extremely helpful in finishing off opponents or opening an avenue of attack for your units. Because mage is such a versatile archetype it was only a matter of putting the right cards together to form a successful deck.

This deck's layout is mostly creatures (40%) with abilities (34%) and tactics (26%). The deck was designed to be a unit rush to maximize damage through any means possible. It also has many ways of eliminating opposing units to raid the opponent's avatar. A few of the effective cards at maximizing damage or eliminating opposing units are:

Decoy
This card has won so many games for me. Many people place a single unit at a quest and think they are safe. By moving that unit and allowing your units to attack the "safe" avatar you can inflict massive damage.
Roaring Flames
A card that adds +1 attack and +1 damage for a lowly cost of 1. This card can win games by itself! It's great for questing to clear multiple units at that quest. It's also great to attack an exhausted avatar with a unit to get extra damage. This card has many uses.
Sacrifice
Most people get thrown off by this card and don't use it because of needing to sacrifice a creature to play it. This card can make the opposing player waste tactics or can just kill them before they have a chance to place that dreaded Divine Aura.
Orc Fanatic
If you play this card right you can almost always kill two units with this guy!

In the current tournament setting this deck can win against any deck. Sidesteps and Mana Sieve need to be saved for certain scenarios when faced against a fighter or scout - or you will lose. And Disable is almost required vs. a Priest - Lockdown deck. When faced versus other mages you need to always be wary of the Igneous Adept that can pop up ideal defense is just to keep creatures on both sides of the playing field.

This deck was originally posted in the LoN forums - Editor

lonfantic Oct 5, 2007
Wow, this deck uses no rares at all
Brithiac Oct 6, 2007
Yeah, the Thought Defiler is Rare, and tough to come by. I put the deck together, substituting a Fallen Chieftan and 2 Savage Dire Wolves for the 3 Though Defilers I didn't have. It's a solid deck if you can get your units out, but if you get stuck on a draw of abilities/tactics against an avatar killer deck it can go down pretty fast.