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No Minion Spell Mage deck list guide - Darkmoon Faire - Hearthstone (August 2020)

Here's how to make no minions work.

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About James Law

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Our No Minion Spell Mage deck list guide features the best Darkmoon Faire deck list for Season 81 of Hearthstone (December 2020). Our No Minion Spell Mage guide also contains Mulligan advice, card combos and strategy tips.

No Minion Spell Mage is an interesting one. As the name suggests, it’s a deck whose main goal is to take advantage of the Mage class’ new ‘no-minion’ synergies to gain long-term value and a ludicrous number of spells.

No Minion Spell Mage deck list and strategy

Here’s the No Minion Spell Mage deck we’ll be using for the Darkmoon Faire expansion. It's not changed a huge amount with the new spells, but we’ll keep you updated with any changes!

2 x Learn Draconic
2 x Font of Power
2 x Magic Trick
2 x Ray of Frost
2 x Ancient Mysteries
2 x Frostbolt
2 x Incanter's Flow
1 x Deck of Lunacy
2 x Arcane Intellect
1 x Rigged Faire Game
1 x Flame Ward
1 x Netherwind Portal
2 x Fireball
2 x Apexis Blast
2 x Rolling Fireball
2 x Blizzard
2 x Power of Creation

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

Deck Import ID: AAECAf0EBL+kA8K4A5HhA5PhAw27AskDqwSWBZ+bA6CbA/+dA/SrA+yvA/GvA8G4A4y5A4G/AwA=

General strategy

No Minion Spell Mage is a value-oriented deck at heart. You have a massive amount of spells which are able to generate even more spells, letting you string together a great deal of effects each turn. Of course, you rely pretty heavily on lucky pulls from your spells, but we’re absolutely loving the potential randomness.

Early game: This deck is all about tempo, and taking advantage of your sweet highrolls when they arrive.

Your early spells will be all about survival if necessary. Learn Draconic gives you a 6/6 further down the line which is always useful, and the likes of Magic Trick allow you to choose a spell that’ll help you adapt best to your situation. When you get the chance, Incanter's Flow is an amazing card to play, since it discounts almost every single card in your deck by 1 mana. The earlier you can cast it, the more valuable it’ll end up being, so try to find an opportunity whilst staying alive with cards like Ray of Frost.

Of course, your games can go completely off the rails when you cast Deck of Lunacy early, which is always a fun (and usually powerful) way to play.

Mid game: You’ll want to start getting minions on the board if you haven’t already. Font of Power is massively strong, as a 1 mana draw 3 when you’ve got no minions in your deck. Netherwind Portal gives you a 4 cost minion for 3 mana too, which often helps you contest the board better than you otherwise would’ve.

You should have more than enough fuel to keep things ticking over at this point - don’t be afraid to use your card draw with Arcane Intellect, removal with Rolling Fireball and Apexis Blast. Freeze effects can stall your opponent out until your late-game power plays too.

Late game: Keep your board growing with the likes of Power of Creation, and using Apexis Blast can be a real benefit for your board development whilst also taking off fairly large enemy threats. Keep dealing damage though and you should end up okay, choosing Power of Creation minions carefully to get the most damage from whatever your board state is.

More great Mage guides:

No Minion Spell Mage Mulligan guide

These are the cards you’ll want to make the best possible start with No Minion Spell Mage:

  • 1. Raid the Sky Temple is an obvious pick. Unless you know for a fact the enemy is hyper-aggressive, you might as well keep this card.
  • 2. Incanter's Flow is a fantastic card to get played early, and it sets up for some ridiculous plays later on since it discounts your entire deck.
  • 3. Magic Trick and Ray of Frost both work to stem the flow of aggression. Magic Trick is more flexible, but Ray of Frost lets you stop a minion from attacking for an entire two turns.

No Minion Spell Mage tips, combos and synergies

Here’s a few combos and interactions to look out for with No Minion Spell Mage.

- Keep minion placement in mind when clearing the board with Rolling Fireball. If you hit a minion between two others, the direction the fireball rolls is random so you might not get the results you want.

- Remember, Flame Ward deals its damage after your Hero takes a hit from a minion. This means you’ll still take damage, unlike Hunter’s Explosive Trap which will kill low-health enemies first.

- Your cards that benefit from this no-minion build are Apexis Blast and Font of Power. Their effect is nullified if enemies shuffle minions into your deck though. If No Minion Spell Mage becomes popular, we’ll be whacking out Albatross Priest in a heartbeat.

- Puzzle Box of Yogg-Saron, a card you can toss in if you fancy, casts 10 random spells. Pretty nutty, but just like The Amazing Reno’s Hero Power, it can backfire spectacularly. Only cast it if you really need to.

- Learn Draconic requires you to spend 8 mana on spells before summoning you a 6/6 Dragon. It’s great if you get the opportunity to play out the sidequest, because pretty much all of your mana is going to be spent on spells anyway.

- Spells in your deck able to summon minions include: Font of Power, Learn Draconic, Netherwind Portal, Apexis Blast, and Power of Creation. Of course, other cards hold the potential for minion summoning, including your Discovered spell from Magic Trick or your random casts from Puzzle Box of Yogg-Saron.

- If you want even more value, chuck in Raid the Sky Temple. The Quest card will be absolutely delicious when games go on for longer than usual.

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  • Aeliiiin #1 8 months ago
    Hey! I've been running a version of SpellMage and having a lotta fun. I really liked the version in the guide here as it uses the Quest. However, the ID deck doesn't contain it, neither does the list. What card would you recommend to remove to add it? Deep Freeze?