Shadowdancer is the card. Not to be confused with shadow sister Keliano.
While Magmar is strong and have many tools they canât do everything at once.
Plasma storm: costs quite a bit and can hurt self. Obviously try to put minions over 3 attack. Try to keep max number of minions, with 3 or less attack, to say 2 or 3. Trade minions to reduce number as necessary.
Natural selection: if you have some weaker minions your strong minion canât be selected. Magmar player minions can also mess him with targets, like a sticky young silithar. Remember equal attack means there are choices.
Thumping Wave: Good removal. Remember it usually means 1 for 1 card and 3 damage. Thumping wave is used for big minions, minions at back and burst. Fortunately there are only 3 thumping wave.
Earth Sphere: Strong heal. However a moderately high cost makes it hard to do other high cost plays. e.g. often might be choice of 1) Makantor to clear enemy minions, 2) Heal and lose health from enemy minions.
Makantor: Minimise damage by positioning, usually diagonal positioning. Also avoid standing beside low 0 and 1 attack minions to have some counter-attack damage. A 2 health Makantor is easier to kill than a 3 health Makantor.
Kinetic equilibrium: Did I forget about a hidden OP card. What is this again? 
Against Magmar, early game apply pressure and do some damage.
Late game run from enemy general. Let your minions do the work.
Try to identify if the Magmar player is playing a fast or slow deck and play accordingly.

