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Cyclone Mage deck list guide - Saviors of Uldum - Hearthstone (August 2019)

How to play the new take on Cyclone Mage in Saviors of Uldum.

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About James Law

James can usually be found wearing dungarees, playing Hearthstone, drinking coffee, or all of the above. For his sins, he has been cursed to forever main heavies in Smash.

Our Cyclone Mage deck list guide features the best Rise of Shadows deck list for Season 65 of Hearthstone (August 2019). Our Cyclone Mage guide also contains Mulligan advice, card combos and strategy tips.

The release of Mana Cyclone last expansion gave this deck its identity. Also known as ‘Casino Mage’ due to the way you gamble with spells and the like, Cyclone Mage has been found to be a high-performing albeit difficult to pilot deck.

We’ve got a robust Cyclone Mage deck for you to try out, but it’ll take a lot of first-hand practice to get the hang of it.

Cyclone Mage deck list and strategy

Here is the top version of Cyclone Mage that is being played on the Hearthstone ranked ladder. The win rate is harsh on the deck in our opinion - playing this deck correctly is a challenge but when it’s done right, Cyclone Mage is a frightening force.

2 x Elemental Evocation2 x Banana Buffoon
2 x Magic Trick x SN1P-SN4P
2 x Mirror Image1 x Zilliax
2 x Ray of Frost1 x Siamat
1 x Khadgar2 x Sea Giant
2 x Mana Cyclone2 x Mountain Giant
2 x Sorcerer's Apprentice
2 x Arcane Intellect
2 x Conjurer's Calling
1 x Frost Nova
1 x Stargazer Luna
1 x Luna's Pocket Galaxy
1 x Archmage Antonidas

Select and copy the long ID string below, then create a deck in Hearthstone to export this deck into your game.

Deck Import ID: AAECAf0ECMsEuAju9gLG+AKggAOWmgOEpwOftwML0wGrBOYE4Qe8CMiHA9KJA4OWA5+bA+KbA/+dAwA=

More great Mage guides:

General strategy

Your goal with Cyclone Mage is to play a bunch of cheap spells, refill your hand using Mana Cyclone, and destroy your opponent early with a huge board of massive minions.

Conjurer's Calling synergises disgustingly well with Mountain Giant and Khadgar, so keep in mind that you’ll often be looking to close out games early with board of minions that almost no deck has a chance against.

Early game: Often, you’ll be passing early turns until your big Mana Cyclone turn. Sorcerer's Apprentice can help with this, discounting 1 mana spells to 0 mana which allows you to play as many as you possibly can. Ray of Frost freezes enemy minions, barring them from making trades, and Mirror Image protects your face and minions whilst also discounting your Sea Giants. If you’re able to fill your hand with Mana Cyclone and have a Mountain Giant at the same time, this guy will cost a miniscule 3 mana. 3 mana for an 8/8 is slightly ridiculous, but using Conjurer’s Calling on it consistently doubles up on this, as only Mountain Giant and Grave Horror are 12 mana minions. If this happens in early turns, you probably have the win in the bag. Even a single early Mountain Giant can be enough, let alone several. If not though, you have exit strategies. SN1P-SN4P, Stargazer Luna and others can contest the board while you assemble some nutty plays.

Mid game: Now, you’ll be looking to get your Giants on board if you haven’t already. Luna's Pocket Galaxy is also a solid mid game play if you’re not in danger of death, as it massively powers up your future turns once you’ve drawn more minions. Archmage Antonidas for 1 mana allows you to fill your hand with Fireballs, offering a lot of reach if you manage to get the opponent’s health reasonably low. Frost Nova can help you live through the mid game too, as well as any freeze spells generated from Mana Cyclone.

Late game:You’ll want to be closing in on victory. Cyclone Mage only really struggles against aggressive decks like Murloc Shaman or decks that’ll close the game out with a combo, such as Holy Wrath Paladin. Most midrange/control-style decks shouldn’t be too much of a problem, so just keep using the mana discount from the recently-buffed Luna's Pocket Galaxy and run your opponent out of resources. Control Warrior with Dr. Boom, Mad Genius is the only deck right now capable of outvaluing you in the late game, so just keep forcing your opponent to react to your strong plays.

Aggro opponents

Here are some important tips to help you best aggro decks:

  • 1. You might want to keep hold of cards like Mirror Image and Ray of Frost. Freezing a Scavenging Hyena for a few turns can give you the time needed to find an answer.
  • 2. You might need to use a Mana Cyclone early to keep your hand filled with potential answers to aggression. Once you’ve got a few boards cleared, you’ll be able to stabilise with Zilliax, Siamat and your big scary minions.
  • 3. Get the chance to use Conjurer's Calling on a Mountain Giant and it can save your life if you’re lucky. Summoning two 7/8 Grave Horrors with Taunt is often enough to force your opponent to run their tempo into the ground.

Control opponents

These tips will see you to victory against other control decks:

  • 1. There’s not a great deal of hard removal in the deck. Instead, Freeze effects will have to suffice, with the opportunity to gain even more through Mana Cyclone's card generation.
  • 2. The opponent may be saving their Siamat for when you play yours. Keep it in hand unless necessary, as Siamat is the perfect answer to Siamat.
  • 3. Get as much value from Mana Cyclone as possible. You’ll need the extra cards if the game goes long against control.
  • 4. Archmage Antonidas can offer the extra damage needed to finish a game against a control deck. Even getting a couple of Fireballs from this minion can be vital, as you can keep them in hand until you have lethal available to you.

Cyclone Mage Mulligan guide

These are the cards you want to see in your opening hand to get off to the best start:

  • 1. Mana Cyclone: The entire point of playing this deck. You’ll need it for many of your early game plans.
  • 2. Magic Trick: A way to generate some more early game spells that can often be played for free if you have Sorcerer's Apprentice down.
  • 3. Sorcerer's Apprentice: A solid two-drop that can contest the board early and offer a nice discount on your cheap spells to give you a tempo edge.
  • 4. Banana Buffoon: Adds 2 Bananas to your hand, meaning you can play a Mountain Giant earlier as well as play cheap spells to activate your Mana Cyclone.
  • 5. Mountain Giant: If there’s one thing Even Warlock taught us, it’s that early Mountain Giants win games. That’s just as true in Cyclone Mage.

Cyclone Mage tips, combos and synergies

Having some insight into the combos available to Cyclone Mage will help you get the most value out of every card you use:

- Elemental Evocation reduces the cost of the next Elemental card you play by two mana, and so works brilliantly alongside Mana Cyclone, as well as counting as a spell played to magnify the minion’s Battlecry.

- You can use Magic Trick to find yourself an extra spell for your deck. Just remember that it’ll cost three Mana or less so that should give you an idea of what to expect from your choices

- Any already Frozen creatures will take two damage if you cast Ray of Frost of them. As it’s a Twinspell, you can also cast Ray of Frost twice in a single turn - first to Freeze a minion and then a second time to deal the damage.

- As long as Sorcerer's Apprentice is on the board, all of your spells will cost one Mana less. This effect stacks with multiple copies of the minion.

- Luna's Pocket Galaxy reduces every single minion in your deck to 1 mana! Since its buff in Rise of the Mech, we’re seeing it get a lot more play time, and rightly so. Paying 5 mana in the mid game is easily made up tempo-wise by having 1 mana Giants in your deck (often reducing to 0 mana given their conditions).

- Stargazer Luna will draw you an extra card every time you spend the card that's currently furthest to the right in your hand. Drawing lots of cheap spells this way can be a great way to cycle through the deck.

- Frost Nova acts as an emergency saviour for your Hero. Play it if you’re close to triumph and just need that one more turn of survivability.

Card choices and substitutions

There are a handful of important cards to Spell Damage Mage so we’ve listed all the key ones in the deck below:

  • Magic Trick: A way for you to generate an extra spell for your deck and gives you room to adapt to many situations.
  • Khadgar: Later on in the game, he’ll get ridiculous value from Conjurer’s Calling, turning 1 minion into 4.
  • Arcane Intellect: Drawing 2 cards is decent value. You have more ways to cheat out card draw in this deck, but it’s good to have old reliable Arcane Intellect at your side if needed.
  • Mana Cyclone: An excellent way to generate some additional spells in the late game, but it is a bit of a gamble as to what you’ll receive.
  • Sorcerer's Apprentice: Allows you to cast multiple extra spells on the same turn by reducing their cost by one and also serves as a decent minion.
  • Conjurer's Calling is another reason this deck thrives. For just 3 mana (meaning you can even discover it from Magic Trick), you can consistently double your Giants.
  • Stargazer Luna: Some much-needed card draw for the deck now that Aluneth is off in Wild. The positional requirement can be awkward to play with but it can work wonders with the right cards.
  • Sea Giant isn’t necessarily worse than Mountain Giant, but it’s less easy to control consistently. You’ll need to rely on the opponent’s side of the board to get that sweet sweet discount, and it can turn into any number of minions with Conjurer's Calling, including some dangerous ones like Hakkar, the Soulflayer.
  • Siamat: Widely touted as the new Zilliax that’ll be an auto-include in most decks, Siamat offers so much utility and variety that it’ll keep you in many a game. It’s also not bad combined with Conjurer's Calling due to its 6/6 statline being lower than many other 7-cost minions.
  • Archmage Antonidas: This classic legendary is still around for its way to generate multiple extra copies of Fireball in your hand that can make bursting down your opponent much easier.

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