
This deck runs limited number of uniques. This list is more of a causal list and aims to give players a good entry point into sparkmage. See my competitive list. But the goal is to have fun and embrace the lightning. The only unique I think is a must is Kythera Mechanism (but it can be substituted with lucky charms).
If you want to use cores, I would recommend using 1 or running or just add them both. Some additional uniques I would recommend but if you don't have are all the ones in the list but again the deck does not need them. AL added a lot of cards that can fill in those holes. is one of if not the best card from AL if you have it run it.
The key cards are , and , the deck wins with sparkmage, and getting Sparkmage close without tapping so you can use that ability is key. is the best card in the whole deck, let's just get that straight. Sparkmage, , , , all have the word random Mechanism puts in a lot of work, letting you hit what you want to hit. There are a couple of other notable cards, lets Sparkmage kill any minion letting you deal with 5 plus power minions easily. grabs Mechanism or a core. Really all of the cards serve a purpose. With all the cards except the artifacts and a few others, all other cards being two air threshold puts a lot of work in. are a great 4 drop as if you can use the Sparkmage ability for 4 mana you can deal 5 damage. They are also great for closing out a match
after you teleport to your opponent's sites cast it into your hand. Dont forget to drop it if you have to retreat
This deck is aggro, but not the win turn 3 or 4 kind of aggro. This is an aggressive deck once you have a mana you teleport near your opponent and start zapping them for 2-6 a turn. You can win fast but the deck wants to get to 4 to 6 mana quickly, so getting an (currently not in deck) or just one of the Cores if you run them will go a long way in the deck. Then from there get close, cast spells to build up the threshold, and tap for damage. I love casting teleport, then 2 lightning bolts and tapping to deal 4 with Sparkmage, if all of that hits the opponent's avatar you just did 10 damage in one turn.
Try to place the stall sites, , these all by you time until you can draw some movement spells. And don't be afraid to retreat with or a if it keeps you alive longer, the (currently in sideboard) can do a lot
All of the minions in the deck are to help you keep pressure and let you deal 2 with . Even the card (not in deck currently) which most people would look at as say that is its bad, as it dies to anything that strikes it, is great in the deck, for 3 mana I get a 4 power minion and I can deal 2 with Sparkmage. It is really good.
I took out Shade and a mix for four copies of it is a great minion in Sparkmage. It is a great blocker with its Movement + 2. It is two threshold so that is 2 damage when cast. it is easy to get two out in a single turn.
and are also great options.
is back off the table seems like Sparkmage got an FAQ update, his ability tracks spells the player has cast not what Sparkmage has cast.
now also doubles your air threshold count for sparkmage's ability. It can be tricky to play with as you might be up in your opponents face, but if you have a wind slyph just use her. Or if you can keep you Sparkmage in the middle you can keep the orb in the middle