Mage

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The Mage icon.png Mage is one of the nine classes in Hearthstone: Heroes of Warcraft, represented by Jaina Proudmoore, Khadgar and Medivh.

Heroes[edit | edit source]

Jaina Proudmoore is the standard hero for mages. Players who have unlocked the Khadgar or Medivh alternate heroes may choose to play as one of them instead when using any mage deck. All heroes use the same gameplay mechanics; the difference is purely cosmetic.

Jaina Proudmoore(320).png Khadgar(33184).png Medivh(14695).png

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.[1]

Hero Power[edit | edit source]

Fireblast(677).png

Hero Powers are unique abilities, specific to each class. Hero Powers cost 2 mana, and can be used once per turn.

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.

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]

As of The League of Explorers, a variety of mage decks are commonly seen.

Tempo Mage is perhaps the most common mage deck type, with a number of variants. 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. 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.

Spell synergy is a common theme for Tempo Mage decks. Archmage Antonidas is a spell-activated win condition is used in many decks, with the presence of cheap spells key for activating his game-winning effect. Mana Wyrm is often used in mage decks wanting early game presence, while Flamewaker is a central card for Flamewaker Mage decks, providing heavy and repeated board clears.

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.

More rarely seen, aggressive mage decks can succeed in defeating the opponent in the early to mid game, using aggressive minions to deal early if short-lived damage, before closing the match using direct damage spells held in reserve.

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.

Spells[edit | edit source]

For Wild format listings, see Mage/Wild format

See Spell. For a list of mage Secrets, see Secret#Mage.

Name / Desc Rarity Class Cost Description
Arcane Explosion Free Mage 2 Deal 1 damage to all enemy minions. This spell is much better than Arcane Implosion.
Arcane Intellect Free Mage 3 Draw 2 cards. Playing this card makes you SMARTER. And let's face it: we could all stand to be a little smarter.
Arcane Missiles Free Mage 1 Deal 3 damage randomly split among all enemies. You'd think you'd be able to control your missiles a little better since you're a powerful mage and all.
Fireball Free Mage 4 Deal 6 damage. This spell is useful for burning things. If you're looking for spells that toast things, or just warm them a little, you're in the wrong place.
Polymorph Free Mage 4 Transform a minion into a 1/1 Sheep. There was going to be a pun in this flavor text, but it just came out baa-d.
Cone of Cold Common Mage 4 Freeze a minion and the minions next to it, and deal 1 damage to them. Magi of the Kirin Tor were casting Cubes of Cold for many years before Cones came into fashion some 90 years ago.
Dragon's Breath Common Mage 5 Deal 4 damage. Costs (1) less for each minion that died this turn. Dragons breathe fire, sure, but did you know they can also breathe Cotton Candy? It's harder to give them a reason to do that, though.
Firelands Portal Common Mage 7 Deal 5 damage. Summon a random 5-Cost minion. Come to beautiful Firelands! Where it's "Way nicer than the Abyssal Maw!"'
Flame Lance Common Mage 5 Deal 8 damage to a minion. It's on the rack next to ice lance, acid lance, and English muffin lance.
Flamestrike Common Mage 7 Deal 4 damage to all enemy minions. When the ground is on fire, you should not stop, drop, and roll.
Forgotten Torch Common Mage 3 Deal 3 damage. Shuffle a (6 damage for 3 mana card) into your deck. Why does a forgotten torch turn into a roaring torch with no provocation? It's one of life's many mysteries.
Freezing Potion Common Mage 0 Freeze an enemy. This is delicious! Oh no. BRAIN FREEEEEEEZE!
Frost Nova Common Mage 3 Freeze all enemy minions. Hey man, that's cold. Literally and metaphorically.
Frostbolt Common Mage 2 Deal 3 damage to a character and Freeze it. It is customary to yell "Chill out!" or "Freeze!" or "Ice ice, baby!" when you play this card.
Ice Barrier Common Mage 3 Secret: When your hero is attacked, gain 8 Armor. This is Rank 1. Rank 2 is Chocolate Milk Barrier.
Ice Lance Common Mage 1 Freeze a character. If it was already Frozen, deal 4 damage instead. The trick is not to break the lance. Otherwise, you have "Ice Pieces." Ice Pieces aren't as effective.
Mirror Entity Common Mage 3 Secret: After your opponent plays a minion, summon a copy of it. "You go first." - Krush'gor the Behemoth, to his pet boar.
Mirror Image Common Mage 1 Summon two 0/2 minions with TauntOh hey it's Mirror Image! !egamI rorriM s'ti yeh hO
Shatter Common Mage 2 Destroy a Frozen minion. What's cooler than being cool?
Blizzard Rare Mage 6 Deal 2 damage to all enemy minions and Freeze them. This spell can be very Entertaining.
Counterspell Rare Mage 3 Secret: When your opponent casts a spell, Counter it. What's the difference between a mage playing with Counterspell and a mage who isn't? The mage who isn't is getting Pyroblasted in the face.
Effigy Rare Mage 3 Secret: When a friendly minion dies, summon a random minion with the same Cost. Burning man, brah.
Polymorph: Boar Rare Mage 3 Transform a minion into a 4/2 Boar with ChargeIt's always Huffer.
Potion of Polymorph Rare Mage 3 Secret: After your opponent plays a minion, transform it into a 1/1 Sheep. Tastes like Baaaaananas.
Vaporize Rare Mage 3 Secret: When a minion attacks your hero, destroy it. Rumor has it that Deathwing brought about the Cataclysm after losing a game to this card. We may never know the truth.
Volcanic Potion Rare Mage 3 Deal 2 damage to all minions. The secret ingredient in Kazakus's award-winning chili recipe.
Arcane Blast Epic Mage 1 Deal 2 damage to a minion. This spell gets double bonus from Spell DamageNow with 100% more blast!
Cabalist's Tome Epic Mage 5 Add 3 random Mage spells to your hand. What's in there? I bet it's cookie recipes!
Forbidden Flame Epic Mage 0 Spend all your Mana. Deal that much damage to a minion. WARNING: This flame is not to be used unless you are a licensed acolyte of the Old Gods.
Greater Arcane Missiles Epic Mage 7 Shoot three missiles at random enemies that deal 3 damage each. Wow, and I thought Arcane Missiles was great!
Ice Block Epic Mage 3 Secret: When your hero takes fatal damage, prevent it and become Immune this turn. Ice is nice, and will suffice!
Pyroblast Epic Mage 10 Deal 10 damage. Take the time for an evil laugh after you draw this card.
Spellbender Epic Mage 3 Secret: When an enemy casts a spell on a minion, summon a 1/3 as the new target. While it's fun to intercept enemy lightning bolts, a spellbender much prefers to intercept opposing Marks of the Wild. It just feels meaner. And blood elves... well, they're a little mean.
Showing all 33 cards
Arcane Explosion(56).png
Arcane Intellect(489).png
Arcane Missiles(589).png
Fireball(522).png
Polymorph(595).png
Cone of Cold(26).png
Dragon's Breath(14446).png
Firelands Portal(42025).png
Flame Lance(22302).png
Flamestrike(44).png
Forgotten Torch(27216).png
Freezing Potion(49734).png
Frost Nova(49).png
Frostbolt(177).png
Ice Barrier(672).png
Ice Lance(188).png
Mirror Entity(569).png
Mirror Image(30).png
Shatter(35244).png
Blizzard(276).png
Counterspell(531).png
Effigy(22267).png
Polymorph- Boar(22396).png
Potion of Polymorph(49694).png
Vaporize(160).png
Volcanic Potion(49689).png
Arcane Blast(22358).png
Cabalist's Tome(33155).png
Forbidden Flame(33124).png
Greater Arcane Missiles(49740).png
Ice Block(28).png
Pyroblast(496).png
Spellbender(309).png


Uncollectible

For Wild format listings, see Mage/Wild format

The following spells are generated by other mage cards or effects, and are uncollectible.

Name / Desc Rarity Class Cost Description
Kazakus Potion None Mage, Priest, Warlock 10
Kazakus Potion None Mage, Priest, Warlock 5
Kazakus Potion None Mage, Priest, Warlock 1
Roaring Torch None Mage 3 Deal 6 damage. 
Showing all 4 cards
Kazakus Potion(49804).png
Kazakus Potion(49803).png
Kazakus Potion(49798).png
Roaring Torch(27481).png

Minions[edit | edit source]

For Wild format listings, see Mage/Wild format

See Minion cards. All classes can also use neutral minions in their decks.

Name / Desc Rarity Subtype Class Cost Atk HP Description
Cryomancer Common General Mage 5 5 5 Battlecry: Gain +2/+2 if an enemy is FrozenShe loves Frozen. I mean who doesn't?
Dalaran Aspirant Common General Mage 4 3 5 Inspire: Gain Spell Damage +1Is he aspiring or inspiring? Make up your mind!
Ethereal Conjurer Common General Mage 5 6 3 Battlecry: Discover a spell. Despite the name, he's a solid conjurer.
Faceless Summoner Common General Mage 6 5 5 Battlecry: Summon a random 3-Cost minion. They never get the recognition they deserve.
Kabal Chemist Common General Mage, Priest, Warlock 4 3 3 Battlecry: Add a random Potion to your hand. Sure you could have that Polymorph potion, but wouldn't you rather have this mystery potion? It could be anything. Even a Polymorph potion!
Kabal Lackey Common General Mage 1 2 1 Battlecry: The next Secret you play this turn costs (0). I'll tell you one thing he doesn't lack: GUMPTION.
Mana Wyrm Common General Mage 1 1 3 Whenever you cast a spell, gain +1 Attack. These wyrms feed on arcane energies, and while they are generally considered a nuisance rather than a real threat, you really shouldn't leave them alone with a bucket of mana.
Medivh's Valet Common General Mage 2 2 3 Battlecry: If you control a Secret, deal 3 damage. "Magus Medivh sir, I've brought the flaming balloons, as you requested."
Sorcerer's Apprentice Common General Mage 2 3 2 Your spells cost (1) less. Apprentices are great for bossing around. "Conjure me some mana buns! And a coffee! Make that a mana coffee!"
Spellslinger Common General Mage 3 3 4 Battlecry: Add a random spell to each player's hand. Does he sling spells, or do his spells linger about. Who can say?
Twilight Flamecaller Common General Mage 3 2 2 Battlecry: Deal 1 damage to all enemy minions Make sure you summon a Twilight Marshmallowcaller too! Mmmm Mmm Mmm!!
Water Elemental Common General Mage 4 3 6 Freeze any character damaged by this minion. Don't summon a water elemental at a party. It'll dampen the mood.
Animated Armor Rare General Mage 4 4 4 Your hero can only take 1 damage at a time. Try putting it on. Wait, let me get my camera.
Babbling Book Rare General Mage 1 1 1 Battlecry: Add a random Mage spell to your hand. His idol is the Green Hills of Stranglethorn, and he won't shut up about it.
Cult Sorcerer Rare General Mage 2 3 2 Spell Damage +1
After you cast a spell, give your C'Thun +1/+1 (wherever it is)No matter how many times we tell her not to, she keeps feeding C'Thun scraps under the table.
Demented Frostcaller Rare General Mage 4 2 4 After you cast a spell, Freeze a random enemy character. He prefers that you refer to him by his nickname: 'Frostwaker.'
Ethereal Arcanist Rare General Mage 4 3 3 If you control a Secret at the end of your turn, gain +2/+2. The ethereals are wrapped in cloth to give form to their non-corporeal bodies. Also because it's nice and soft.
Fallen Hero Rare General Mage 2 3 2 Your Hero Power deals 1 extra damage. And he can't get up.
Flamewaker Rare General Mage 3 2 4 After you cast a spell, deal 2 damage randomly split among all enemies. Flamewakers HATE being confused for Flamewalkers. They just wake up fire, they don’t walk on it. Walking on fire is CRAZY.
Kabal Courier Rare General Mage, Priest, Warlock 3 2 2 Battlecry: Discover a Mage, Priest or Warlock card. Hey, you park your kodo under a harpy nest, you get what you deserve.
Kabal Crystal Runner Rare General Mage 6 5 5 Costs (2) less for each Secret you've played this game. "Listen, I can cut you in on a little of this premium mana, but you can't tell my boss."
Kirin Tor Mage Rare General Mage 3 4 3 Battlecry: The next Secret you play this turn costs (0). The Kirin Tor reside in the floating city of Dalaran. How do you make a Dalaran float? Two scoops of ice cream, one scoop of Dalaran.
Servant of Yogg-Saron Rare General Mage 5 5 4 Battlecry: Cast a random spell that costs (5) or less (targets chosen randomly)Yogg-Saron always likes to complain about how he has too many servants and there are too many mouths to feed.
Coldarra Drake Epic Dragon Mage 6 6 6 You can use your Hero Power any number of times. The Grand Tournament has a "No dragons allowed" policy, but it's rarely enforced.
Manic Soulcaster Epic General Mage 3 3 4 Battlecry: Choose a friendly minion. Shuffle a copy into your deck. When casting a tournament, you really have to put your soul into it!
Anomalus Legendary General Mage 8 8 6 Deathrattle: Deal 8 damage to all minions. That's short for "Anomnomnomnomalus".
Archmage Antonidas Legendary General Mage 7 5 7 Whenever you cast a spell, put a 'Fireball' spell into your hand. Antonidas was the Grand Magus of the Kirin Tor, and Jaina's mentor. This was a big step up from being Grand Magus of Jelly Donuts.
Inkmaster Solia Legendary General Mage 7 5 5 Battlecry: If your deck has no duplicates, the next spell you cast this turn costs (0). Solia marks the Kabal with intricate tattoos that grant immense power. Also it makes it harder for other gangs to recruit from their numbers. BACK OFF, GOONS.
Kazakus Legendary General Mage, Priest, Warlock 4 3 3 Battlecry: If your deck has no duplicates, create a custom spell. The mysterious leader of the Kabal is NOT a dragon, and does NOT deal in illegal potions. Any public statements to the contrary will be met with litigation and Dragonfire Potions.
Rhonin Legendary General Mage 8 7 7 Deathrattle: Add 3 copies of Arcane Missiles to your hand. A masterless shamurai.
Showing all 30 cards
Cryomancer(49739).png
Dalaran Aspirant(22359).png
Ethereal Conjurer(27249).png
Faceless Summoner(33178).png
Kabal Chemist(49690).png
Kabal Lackey(49692).png
Mana Wyrm(263).png
Medivh's Valet(42048).png
Sorcerer's Apprentice(4).png
Spellslinger(22299).png
Twilight Flamecaller(35187).png
Water Elemental(274).png
Animated Armor(27252).png
Babbling Book(42028).png
Cult Sorcerer(35239).png
Demented Frostcaller(35184).png
Ethereal Arcanist(125).png
Fallen Hero(22268).png
Flamewaker(14445).png
Kabal Courier(49621).png
Kabal Crystal Runner(49700).png
Kirin Tor Mage(411).png
Servant of Yogg-Saron(33179).png
Coldarra Drake(22261).png
Manic Soulcaster(49637).png
Anomalus(35230).png
Archmage Antonidas(220).png
Inkmaster Solia(49693).png
Kazakus(49622).png
Rhonin(22343).png

Uncollectible[edit | edit source]

For Wild format listings, see Mage/Wild format

The following minions are generated by other mage cards, and are uncollectible.

Name / Desc Rarity Subtype Class Cost Atk HP Description
Boar None Beast Mage 3 4 2 Charge 
Kabal Demon None Demon Mage, Priest, Warlock 5 5 5
Kabal Demon None Demon Mage, Priest, Warlock 2 2 2
Kabal Demon None Demon Mage, Priest, Warlock 8 8 8
Sheep None Beast Mage, Priest, Warlock 1 1 1
Mirror Image Common General Mage 0 0 2 Taunt 
Sheep Common Beast Mage 1 1 1
Spellbender Epic General Mage 1 1 3  
Showing all 8 cards
Boar(22420).png
Kabal Demon(49791).png
Kabal Demon(49793).png
Kabal Demon(49792).png
Sheep(49794).png
Mirror Image(650).png
Sheep(218).png
Spellbender(645).png


Journey to Un'Goro

The below cards are planned for release with Journey to Un'Goro, coming early April 2017.

Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Arcanologist Common Minion General Mage 2 2 3 Battlecry: Draw a Secret from your deck. 
Flame Geyser Common Spell Mage 2 Deal 2 damage. Add a 1/2 Elemental to your hand. 
Mana Bind Common Spell Mage 3 Secret: When your opponent cast a spell, add a copy to your hand that costs (0). 
Pyros Legendary Minion Elemental Mage 2 2 2 Deathrattle: Return this to your hand as a 6/6 that cost (6). 
Showing all 4 cards
Arcanologist(55450).png
Flame Geyser(55465).png
Mana Bind(55489).png
Pyros(52582).png

Leveling rewards[edit | edit source]

As a hero reaches various levels they are awarded new cards, with each class having its own rewards. All cards awarded by gaining levels are uncraftable, and cannot be crafted or disenchanted.

Levels up to 10 award new Basic class cards, while levels after this award only golden versions of existing cards.

Starting cards[edit | edit source]

All mages start with the following class cards.

Arcane Explosion(56).png
Arcane Intellect(489).png
Arcane Missiles(589).png
Fireball(522).png
Polymorph(595).png

Level 2-10[edit | edit source]

Up to level 10, reaching each even-numbered level will reward the player with a new Basic class card x 2. These cards are not obtainable through any other means.

Frostbolt(177).png

Level 2
Mirror Image(30).png

Level 4
Frost Nova(49).png

Level 6
Water Elemental(274).png

Level 8
Flamestrike(44).png

Level 10

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.

Arcane Intellect(489) Gold.png

Level 15/20
Frost Nova(49) Gold.png

Level 23/26
Arcane Explosion(56) Gold.png

Level 28/30
Arcane Missiles(589) Gold.png

Level 32/34
Mirror Image(30) Gold.png

Level 36/38
Frostbolt(177) Gold.png

Level 40/42
Fireball(522) Gold.png

Level 44/46
Polymorph(595) Gold.png

Level 47/48
Water Elemental(274) Gold.png

Level 49/50
Flamestrike(44) Gold.png

Level 51/52
Dragonling Mechanic(472) Gold.png

Level 53/54
Ironforge Rifleman(41) Gold.png

Level 55/56
Archmage(545) Gold.png

Level 57/58
Dalaran Mage(388) Gold.png

Level 59/60

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".[2] It also has the most available heroes, and is the first class to have three possible heroes, while many other classes still have only one.
  • 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]

  1. http://us.battle.net/wow/en/game/class/mage
  2. Hearthhead - Tracking the Popularity of Mage Decks in Hearthstone. (2016-06-14).