
Deck Overview
This deck is built to win fast. You want to get right in your opponent’s face and keep the pressure on. In most matchups, 3 or 4 sites are all you need to run an entire game. Playing defensively isn’t really an option with this deck. It’s not for the faint of heart or anyone looking to play long, grindy games. Finish your match, then go spectate everyone else’s games.
Avoid taking unnecessary damage, and always keep a backup plan in case your opponent plays a dispel, Disenchant, or Unravel. Once Battlemage reaches 4–5 Power, that’s usually enough to get the job done, so don’t feel like you need to dump every piece of equipment into play. Remember: Battlemage draws a card when it attacks and kills a creature.
Good luck, and be bold!
Card Choices
Minions
Fine Courser
An essential card that lets you move Battlemage forward quickly. Never mulligan this card from your opening hand. The dream scenario is playing it on turn 1 and having Battlemage one space away from its starting location by turn 2.
Vampire Bat
Helps you recover life quickly. Battlemage will lose life fast, so managing your health is crucial. You want this kind of lifegain in the midgame, so mulligan it from your opening hand.
Warhorse
Just like Fine Courser, this card is essential for mobility. Its 2 Power also makes it great for clearing small minions. Keep it in your opening hand unless you already have Fine Courser.
Cerberus in Chains
The deck’s only defensive card. Use it to protect Battlemage against aggressive decks.
Highland Princess
A tutor that lets you search for a Core or Key to the City. If you already have one of those in your opening hand, Highland Princess becomes a dead card.
Sturmgeist
One of the most underrated creatures in the game, in my opinion. Treat it as a secondary threat alongside Battlemage. You can also equip it with gear to make it even more dangerous.
Daperyll Vampire
A lifegain option that can save you in the late game. Equip it with Sword and Shield, and it becomes an absolute monster.
Magic
Blink
A versatile movement spell that also lets you draw a card. It can help Battlemage push forward, get out of a tough spot, or keep the pressure on your opponent.
Firebolt
A situational midgame spell that can take out a big threat or clear a group of minions. It can also serve as a finisher when your opponent is on death’s door.
Blaze of Glory
A potentially devastating board wipe, but use it carefully. You don’t want to cripple Battlemage in the process.
Grappleshot
The most useful spell in the deck. It gives you excellent mobility and a strike. Keep it in your opening hand, no matter what. If you can play a Core on turn 1 and Grappleshot on turn 2, you’ll gain a massive advantage and take control of the game.
Infiltrate
Think of this as a midgame control spell for dealing with a major threat. Always mulligan it from your opening hand.
Leap Attack
A situational card that lets you strike while moving forward.
Poison Nova
Your emergency board wipe. Use it when you’re losing control of the board and your opponent’s minions are taking over. Mulligan it from your opening hand.
Whirlwind Blade
One of the deck’s best late-game cards. It can clear the board while also damaging your opponent’s Avatar. Mulligan it from your opening hand.
Artifacts
Amethyst, Ruby, and Aqua Cores
These are must-haves in your opening hand because they accelerate your entire game plan. If you draw all three in your opening hand, you can mulligan one of them.
Hand of Glory / Senju of the Fang
Primarily used to give Battlemage an extra point of Power in the early game. Later on, you can equip it to another creature, such as Sturmgeist or Vampire Bat. Whether you keep this in your opening hand depends on your opponent and the rest of your hand.
Key to the City
The ultimate ramp tool. It also helps you get around sites that could otherwise slow Battlemage down.
Flame of the First One
Lets you burn your opponent while gaining a bit of life in the process. Still being tested in the deck.
Crown of the Victor
The best piece of equipment in the deck. Ideally, you want to get it online in the midgame.
Toolbox
What more is there to say? It gives you access to ten possible answers, making it an incredibly flexible card.
Cage of Sidrak
A situational answer against aggressive decks that flood the board with small minions.
Golden Harp
Turns Battlemage into an Ironclad, making it much harder to deal with.
Screaming Skull
Still under evaluation. So far, it feels like a bit of a win-more card.
Sword and Shield
Adds consistency and stability to the deck. It’s extremely versatile and can be equipped to several different creatures depending on the situation.
Flaming Sword
Lets you wipe out a group of minions quickly.
Plate of the Whale
When Battlemage becomes a tough turtle, it’s beautiful. This can practically become a win condition on its own.
Rhongomyniad
Grants First Strike, helping you avoid damage while attacking and drawing cards.
Site to come