Next Chapter of #1 Control Mage – Updated 24/09
3 Healing Potion
3 High Rock Summoner
3 Shrieking Harpy
3 Brilliant Experiment
3 Crushing Blow
3 Cunning Ally
3 Elusive Schemer
3 Hive Defender
3 Lightning Bolt
3 Piercing Javelin
3 Pillaging Tribune
2 Fate Weaver
3 Ice Storm
2 Dawn’s Wrath
1 Nahkriin, Dragon Priest
1 Miraak, Dragonborn
Next Chapter of #1 Control Mage – Updated 24/09
3 [card]Healing Potion[/card]
3 [card]High Rock Summoner[/card]
3 [card]Shrieking Harpy[/card]
3 [card]Brilliant Experiment[/card]
3 [card]Crushing Blow[/card]
3 [card]Cunning Ally[/card]
3 [card]Elusive Schemer[/card]
3 [card]Hive Defender[/card]
3 [card]Lightning Bolt[/card]
3 [card]Piercing Javelin[/card]
3 [card]Pillaging Tribune[/card]
2 [card]Fate Weaver[/card]
3 [card]Ice Storm[/card]
2 [card]Dawn’s Wrath[/card]
1 [card]Nahkriin, Dragon Priest[/card]
1 [card]Miraak, Dragonborn[/card]
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Myself (Entaro_thomas) and Chapterhouse have decided to make a new control mage list (original list – https://legends-decks.com/deck/507/blackfalls-rank-1-legend-mage-control), so far myself, Chapterhouse and Romanesque managed to pilot the deck into #1 on ladder this season.
What are the key additions?
– Brilliant experiment: Chapterhouse had the idea of a “miracle” draw engine based on Shimmerene Peddler + Brilliant experiment (for example on turn 7 playing peddler–>experiment–>peddler–>firebolt). As we started playing the deck we realised that brilliant experiment gave us an insane edge against traditional control mages, having 3 mantikoras, Miraak, and 3x experiment. The usage of brilliant experiment depends on the match up and situation – sometimes you hold it until turn 12 to mantikora+experiment it, sometimes you experiment a harpy/hive defender/tribune to keep yourself alive, and sometimes you just go for an infinite Ayrenn experiment.
– Shrieking Harpy: An amazing substitute for ashlanders – no rng, prophecy. The shackle usually “heals” you for 4-6 life and/or allows you to arrange good trades.
– Pillaging Tribune: One thing I kept seeing with the original deck is that most of the time it didn´t matter when I drew a healing potion – The game was either already lost or won, since the deck specialises in stabilising and locking down the board. Pillaging tribunes allow us for a large chunk of health on top of a 5/4 body, which is extremely relevant in the mirror match. I honestly think that the usage of tribunes and setting up a board for it determines how good a player is at using this deck.
How to play the deck
To sum it up – survive till turn 6, ice storm, survive till turn 10, mantikora, lock opponent out of the game, kill him in the way that is least risky.
In general the first 4 turns you just try to contest the board with early removal (firebolt, crushing blow, lightning bolt) and efficient creatures (harpy, cunning ally, schemer). Afterwards, you try to either set up guards on both sides or to keep the board clean with cards such as ice storm and piercing javelin. Once you reach turn 10 (or 9 when on potion) the board becomes your playground, as cards like mantikora, miraak, and odahviing can get you insane value advantage over your opponent.
Speaking of magicka potion – it is imporant to know how to utilise it to the best. You always want to keep at least 1 charge until turn 9 for an earlier mantikora, so generally until turn 9 you only want to use 2 charges. Against aggro and midrange you want to have 1 charge ready to ice storm on turn 5, as well as to get a creature that can contest the board early (such as turn 2 cunning ally or turn 3 hive defender)
Brief guide of mulliganing
If you are facing anything except for mage, you want to keep Firebolt, peddler, harpy, and cunning ally/crushing blow on potion. If you already have at least one of these, you can afford to keep high rock summoner, hive defender, and cunning ally/crishing blow without potion. If you already have one of those as well, you can now afford to keep elusive schemer as well (I like to keep them on potion even with just 1 of the previously mentioned cards). You are more than happy to drop a turn 2 peddler against red decks or assassin.
Mulliganing against mage is completely different – you want to keep cunning ally, elusive schemer, and hive defender, unless you think they are midrange/tempo, in that case you can keep firebolt and crushing blow as well.
Thank you for reading this guide all the way until here, I hope you will find the same success as myself and others who have tried this deck out. A giant shoutout goes to Chapterhouse, who came up with the whole brilliant experiment engine, Romanesque, who has helped me refine the deck, and s_l_w for the dank memes and card suggestions.
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By: Gordon Freeman