HearthStone: Top 10 Best Mage Cards to Craft


The Mage deck contains a lot of spells, and what spells! But it also has a selection of very interesting creatures! We'll take a look in detail at which are the best Mage cards and why! If you like ice and fire, then you're in the right place to find the best cards to craft!


The TOP 10 Mage cards!

 

• 10 - Mirror Image 

A little spell for one, which will help you buy time during a turn, buff your Mana Wyrm or protect a creature already on the board! A good defence spell for an insignificant cost! This card will prove to be very useful for making your opponent lose time when he only has one big creature or little creatures attacking at 1.

• 9 - Sorcerer's Apprentice

Some decent stats for a 2 drop and an excellent ability at whatever stage in the game! In the early game it allows you to play a monster AND to clear an enemy creature with a spell. In the late game the ability allows you to play more big spells that you otherwise wouldn't be able to, and surprise your opponent! A very good creature!

• 8 - Arcane Intellect

A very good spell that gives you a card advantage in the end game. Careful not to use it in the early game because it will slow down getting your cards on the table! However, if you have a bad hand, then this card can let you look for other solutions!

 

• 7 - Blizzard

One of the most powerful Mage AOEs, it allows you to clear all the little creatures and slow down the biggest in just one turn! The only problem with this card is its high cost, but in some situations it will allow you to completely turn the game about! 

• 6 - Flamestrike

The most powerful AOE for the Mage and one fo the most powerful AOE in the game. It is relatively expensive but will often allow you to clear the enemy table and give you a second chance in the game. An excellent card to take back the advantage on the board and in your hand. If you have a +1 spell damage then this card will be really powerful, so use it at the right moment!

• 5 - Mana Wyrm

The best turn 1 possible, the Mana Wyrm has 3 health points, making it a very difficult creature to kill in the first turns. Also its ability will scare your opponent who will know that if he doesn't take control of it quickly then it could become a big problem, having a 2/3 or 3/3 creature for a single mana will sometimes prove decisive in the early game. Of course, don't use it if you are only playing a few spells! (Note that the Coin buffs the Mana Wyrm, so make the most of it!)

• 4 - Frostbolt

3 damage points for 2 mana, meaning you can kill a turn 3 or even 4 creature with this spell alone! You can also slow down big creatures or even the enemy hero with the freeze. It's typically the kind of spell that gives you a board advantage because you can counter a turn 3 with this spell and an additional creature on the table!

• 3 - Polymorph

The Mage's removal! A very powerful card against very big creatures or taunts! It will leave a little 1/1 monster on the table but one that you can easily clear with your power, or even ignore in some cases! It allows you to directly control a big threat on the table. Careful not to use this card too early in the game, and keep it only to use against the biggest creatures!

• 2 - Water Elemental

Without hesitation the best creature for the Mage. One of the most annoying turn 4 cards for your opponent, 6 health points is a lot for a turn 4, it will be almost impossible for your opponent to get rid of it with a single creature or a single spell, especially in turn 4. Also its special ability allows you to freeze your opponent (perfect against Warriors and Shaman who clear with weapons) or an annoying enemy creature. It's 3 attack points are enough to cause problems for most little creatures and you can trade without dying!

• 1 - Fireball!

4 mana, 6 direct damage, that's gonna hurt! This is the Mage's signature card, the one to scare your opponent! It allows you to clear any creature in the early and mid game. It also creates a huge amount of pressure in the end game because you can very quickly lower your opponent's health points if you have two in your hand. Keep this card to play it at the best moment because it could prove to be essential!