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Spiteful Mech Mage (Post Nerf)

  • Last updated Feb 11, 2018 (Patches Nerf)
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Wild

  • 24 Minions
  • 5 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Mech Mage
  • Crafting Cost: 9340
  • Dust Needed: Loading Collection
  • Created: 1/31/2018 (Kobolds Patch)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    92

View 27 other Decks by Lyra_Silvertongue
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With impending nerfs coming, which will greatly affect this deck, I thought I'd put together a tweaked version of the deck that I had only recently discovered and fallen in love with. I'll include some explanations of changes I have made and certain cards I've chosen to keep down below.

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Changes

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-2x Corridor Creeper
+2x Nerubian Prophet

CC provided a great way to regain tempo if a control deck wiped your board, making it so you didn't instantaneously lose by running out of steam. Unfortunately, this will no longer be the case, but to semi make up for this lose I put in 2 Nerubian Prohpet

Nerubian Prophet can prophet some early tempo/pressure if getting it in your opening hand or prophet a small tempo swing if drawing it later and getting it discounted while dropping your cheaper mechs during the earlier turns. I feel having minions that can provide additional tempo swings for this deck is crucial to have since all it takes for this deck to lose normally is one good board clear, but against control heavy decks such as warlock and priest it isn't enough to only have the Spiteful Summoner.

-1x Old Patches the Pirate
+1x Nerfed Patches the Pirate

Okay, so not really a deviation from the old list, and I know what you're thinking. Why am I including Mr. "I'm dust now!" in this deck still. Part of it is because after pulling this guy from a pack (so not having to craft him) and then using him in this deck (not the infamous pirate warrior) I fell in love with the guy. So naturally it is hard to dismiss him so readily after the nerf. 

With that in mind, I'm still going to give the pirate package a go here, even though I think the Patches nerf is the biggest blow to this deck (losing 3-4 damage early on does matter), but if you get one of your captains before Patches then it is still a good tempo play on your board, even without the extra damage. It more or less forces your opponent to deal with your captain next turn or eat 5 damage. Plus, deck thinning is very good anyway.

-2x Annoy-o-Tron
+1x Micro Machine
+1x Demolisher

No charging pirates means you have less need to protect your early game minions from a buffed patches or a Southsea Deckhand. The Micro Machine is to provide a little extra aggro pressure due to the loss of Patches' charge. Demolisher is there to force other aggro decks to trade or risk letting you generate snowbally value should the Demolisher procs hit enemy minions.

+1 Loatheb

Loatheb is just a decent addition to this deck regardless. It protects your board from board clears, and delays heals as well so that you can potentially secure a two turn lethal.

*******

Overall, this deck has lost some of its ability to provide as strong of an aggro push and the ability to bounce back from board clears with huge tempo plays, but I personally don't see this deck giving up quite yet. Let me know what you think down below.