
Well, here we are:
You want to play Battlemage. And you want to do it aggressively. You've found that if you play a normal Water/Air shell with your Battlemage that you're being blown out sometimes by midrange and control decks. So you've reached the logical conclusion that going faster would be better. And, if you want to go fast, you have to play Air/Fire.
I've cooked up something really mean here, friend. I've placed top 4 and top 8 in several large tournaments on paper with this deck and I've made the top cut of Sorcerer's Summit three months in a row playing it. If you take this deck to your local shop, you're going to upset people. It feels bad to lose to this build. I'll walk you through the overall strategy here, but it's going to be a short primer. Mostly because it's not a difficult strategy. You pick up a weapon, run screaming at your opponent, and only one of you is walking out of there alive. This is a Rushdown Battlemage. It's a glass cannon. Or, honestly, it's more like driving a motorcycle strapped to a bomb into a war zone. But, win or lose, it's very fun. And I think that's the mark of a great Sorcery deck.
So, here goes nothing:
The Concept:
Your Avatar has 3 Power and cannot be removed from the game board by opponent's spells. So we're going to leverage that in every way possible. We'll buff our dude to make him big and then use magics, forced strikes and movement to remove minions and swing freely at your opponent's sites and avatar until you door them. Often, you're going to door them JUST IN TIME. But that's ENOUGH time.