
F / W / A Steam Mage
Elements: Fire, Water, Air
Archetype: Midrange Tempo
An early version of my 3 color battle mage that I managed to do well with at the largest event I had been to at the time. Low to the ground high on card advantage, highly mobile with some nice combos built in.
This deck took 2nd place at an event in Detroit with around 20 people in late 2024, shortly after Arthurian Legends release.
I brought an updated version to the Columbus Explorer series where I took 5th.
https://curiosa.io/decks/cmc4tb7bw003nkw0491vbl26g?tab=view
In the event I went undefeated until the finals. Where I lost to a hyper aggro flamecaller deck. It was a close game where I doored the flamecaller, and on the following turn was doored with a flame caller shot, followed up by Courtesan Thais to ping me with my own ring.
The deck concept was born out of the seeing the need to thin the deck when against opponents that either don't run a lot of minions, or might not have many at the start of the game. That thought led to the fetch package, defined as minions that pull other cards out of your deck. The idea being to get tempo early game by getting small units out onto the field at the same time as thinning the deck making it easier to draw into better cards. That package includes , , , & .
Get an early board of small minions that remove other small minions from your deck. Hoping to have movement tech in , , or best to quickly move to the other side of the board. Clear small things with Battlemage or a large thing with the right removal, gain some card advantage and then draw into a diverse range of threats making it difficult to have all the answers.
The first Battlemage deck I built used the same 3 elements, with a heavier spell focus. Initially created before the AL release and the deck size increase. I updated it to 50/30 a while back, but it's still up here:
https://curiosa.io/decks/cm1xq8tpy00i6afdouuiv3iud