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C'Thun Mage (Standard) deck list and guide - May 2016 - Hearthstone

The latest deck list and strategy guide for playing C'Thun Mage in May.

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C'Thun Mage is a new deck archetype that wasted no time in getting out of the starting gates of the Old Gods metagame, and has already undergone a fair bit of experimentation in the week or so since launch. Fundamentally though, this is an evolution of the classic tempo format with an end-game twist - namely, the slow snowballing power of C'Thun. By playing the C'Thun-empowering cards throughout the early and mid-game stages, you not only work to control the board but also prepare a devastating late-game play.

In addition to C'Thun and his power-boosting friends, you have the likes of Faceless Summoner to add even more tempo to your mid-game and a Twin Emperor Vek'lor as well. This is a fantastic card for shielding your board with, especially if you have a 10-or-more Attack value C'Thun, and can double up the taunt. The simple way to describe this deck is that it contains everything that made Tempo Mage so consistently powerful, dialled up to 11.

In our C'Thun Mage guide, we'll highlight the deck list currently believed to be the most powerful in circulation, and give you some important tips on how to play out each game. From there, we've got some general advice on making your Mulligan decisions, followed by a complete breakdown of all the synergies that fuel the deck.

We expect C'Thun Mage to be a very popular Hearthstone deck in the weeks and months ahead, so we'll keep a close eye on developments and make any adjustments to the deck list that we think are necessary. Don't forget to let us know how you're getting on with the deck in the comments section - happy hunting!

C'Thun Mage (Standard) deck list and strategy - May 2016

If you have a look around the internet you should be able to track down a cheaper version of this deck - great news for those on a budget - but this seems to be the most powerful version out there now.

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MageNeutral
2 x Arcane Missiles2 x Beckoner of Evil
2 x Mana Wyrm1 x Brann Bronzebeard
1 x Cult Sorcerer2 x Disciple of C'Thun
2 x Frostbolt1 xTwilight Elder
2 x Arcane Intellect2 x C'Thun's Chosen
2 x Fireball1 x Defender of Argus
1 x Polymorph2 x Azure Drake
2 x Faceless Summoner1 x Sylvanas Windrunner
1 x Archmage Antonidas1 x Twin Emperor Vek'lor
1 x Flamestrike1 x C'Thun

This C'Thun Mage deck plays a lot like Tempo Mage. In the early game your priority should be able to assume a quick presence on the board, and then snowball your threat from there while controlling the board. Mana Wyrm and Frostbolt are your core early plays here, although your C'Thun-fuelling minions are obviously an important part of the early and mid-game.

You've got a few ways of actually closing down a match using this deck. A board-busting C'Thun finish is, of course, the very calling card of success but don't forget the likes of Archmage Antonidas and his steady supply of Fireballs. Get this character tucked behind a Twin Emperor Vek'lor or two and you're going to find yourself in very good shape indeed.

More great guides:

C'Thun Mage (Standard) Mulligan guide - May 2016

Until the metagame settles down it's tough to provide specific Mulligan advice, but any fans of Tempo Mage should find the general process very familiar. Mana Wyrm is hands-down your most important keep, along with low-cost spells like Frostbolt and Arcane Missiles - note, however, that the latter may be a lot more useful for feeding Archmage Antonidas with later on in the game.

If you don't get the Mana Wyrm in your very first offering but you do get Frostbolt, hold onto it and look instead for cards like Beckoner of Evil, Cult Sorcerer, or even Twilight Elder if you have The Coin. Once this deck list has settled down a bit, along with the rest of the Heathstone metagame, we'll update this article to include Hero-specific Mulligan advice.

C'Thun Mage (Standard) combos and synergies - May 2016

If you've played both Tempo Mage and other C'Thun-flavoured decks, then you should find it pretty easy to get to grips with the Mage version. Still, here's a breakdown of all the core synergies that make this deck tick.

- Every single spell - big or small, damage or card draw - in this deck will increase the Attack value of Mana Wyrm by one point.

- Brann Bronzebeard has some particularly strong Battlecries to double up here: Faceless Summoner, Defender of Argus, Azure Drake. The synergy with C'Thun cards should also be obvious!

- The following cards all empower your C'Thun in one manner or another: Cult Sorcerer, Beckoner of Evil, Disciple of C'Thun, Twilight Elder, C'Thun's Chosen.

- Azure Drake will increase the power of your damage-dealing spells, but you should expect your opponent to remove this Dragon as a priority - especially as you're a Mage!

- If you can cast a spell while Archmage Antonidas is out on the board, you'll receive a free Fireball.

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  • benbates85 #1 3 years ago
    @benbates85 Sorry I meant CULT SORCERER not sorcerer's apprentice...
  • benbates85 #2 3 years ago
    @benbates85 Lastly, I prefer ragnaros over slyvannus... ragnaros just effects the board more immediately. This is more of a tempo deck than total control and for that reason I believe slyvannus is just a bit too slow.
  • benbates85 #3 3 years ago
    @benbates85 Also I couldn't find room for Archmage Antonidas when the deck doesn't run a ton of 1 drop spells. Personally I also prefer arcane blast to arcane missiles since the double spell damage from the blast is great. Also it's obviously more accurate than the missiles.
  • benbates85 #4 3 years ago
    I climbed to legend with a similar deck that I made in June. I ran 2 sorcerer's apprentice because spell power synergy is essential to this deck, buffing c'thun is a good bonus. This deck often falls behind early game if you don't find mana worm turn 1 so I added 2 torches for extra early game removal. Basically 3 mana deal 3 damage doesn't seem efficient but sometimes its just enough to stall the game out until you play twin emps, rag, flamestrike, c'thun etc. Also the torches provide great late game removal/burn and help with fatigue match ups as well. Since I am cycling 2 "fireballs" form the torches, I only ran 1 actual fireball.
  • brandonmonson21 #5 3 years ago
    What do you think about swapping the missles for an arcane blast and that forgotten one with damage = go amount of mana? Also the crazed worshipper for a wyrm or the beckoner? I'm trying all of those right now
  • milesatchison98 #6 3 years ago
    YOu mention doomcaller, but hes not in the decklist.