Weekly Legends: Mech-ish Tempo Mage
I have to start this week’s article off by being brutally honest: I despise Tempo Mage. I hate it, I can’t stand playing it, and don’t much like playing against it either. I think it is very weak, and depends too heavily on curve, too much on timely burn, and too much on a lot of low-impact cards. My biggest complaint with the deck has been that the curve is much too high, and you need the exact cards in succession to keep pace. It seems that I was not the only one with this feeling, and this week’s decklist, an amazing twist on the standard Tempo Mage, fixes that problem in an amazing way.
How do you change the swingy draw-dependent way that Tempo Mage plays? Fix the curve of course. No, check that. You obliterate the curve. This week’s deck drew my attention because, not only is it a great example of how to use value cards to climb the ladder, it also creates a beautiful curve. By taking out the high end of Tempo Mage and putting in a traditional Mech package, you suddenly don’t need cards that costs more than four. While this is by no means an aggro deck, it plays very much like the Shockadin decks of old. You try to play and combo as many cards as you can, and then refill your hand with Arcane Intellect and Jeeves. Those two cards may not be as good as Divine Favor, but they help you dig for threats or lethal. Taking elements from Mech Mage and putting them into Tempo is a great combination that gives you some extra tools that fix many of the problems with regular Tempo Mage.