Diurion's Legendary Mech Mage
- Last updated Dec 17, 2014 (GvG Launch)
- Edit
- |
Wild
- 22 Minions
- 8 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 4440
- Dust Needed: Loading Collection
- Created: 12/17/2014 (GvG Launch)
- user-12497037
- Registered User
-
- 2
- 4
- 10
-
Battle Tag:
Diurion#2305
-
Region:
EU
-
Total Deck Rating
39
Hey guys. I am Diurion and I am a semi-pro Hearthstone player and streamer and part of RUZ3. Gaming. I have achieved legend rank multiple times now and this is the mage deck that I used this season to get to legend. I started playing it right after GvG came out and at that time I was sitting somewhere around rank 5. It took me a few days to come up with the right list but for me this is how the mech mage list is supposed to look right now.
So let's talk about the general idea and strategy behind this deck. Your goal with this deck is to start off fast and take board control from the start, so that you are able to start pressuring your opponent right away and start dealing damage to the face using minions. The cards you are usually looking for to get in your starting hand are the Mana Wyrms and the Mechwarpers + other mech minions. Unstable Portal is usually not a card to keep in your starting hand unless you start with the coin and you already have a perfect curve in hand. The same goes for Goblin Blastmage, you only keep the Blastmage when you have coin and a perfect curve to go with it.
Depending on what opponent you are facing, your mid game is usually where you either start closing out the game if your opponent hasn't been able to answer your board, or you start losing pressure because you get lightning stormed or consecrated. If your opponent didn't manage to answer your board, drawing one fireball in the mid game will usually close out the game already, but a lot of the times that isnt the case. This is why the Azure Drakes are a great addition to this deck. You are able to put up a decent body on the board while you wont run out of cards as fast as you would without them. It is possible to replace one of the drakes with a Loatheb but I won many more games once I added both Azure Drakes. The other main card that helps you win these games is Archmage Antonidas and he also is kind of the main theme of the deck. There are multiple minions in the deck that add spare parts to your hand. These spare parts can be really usefull on their own already, but with Antonidas they become even more valuable. Once you run out of steam after the mid game phase, Archmage Antonidas allows you to gain 2 or 3 more Fireballs from your spare parts that will allow you to finish off your opponent when this wouldn't be possible otherwise. Antonidas works the best with the stealth spare part so if you get one of those you should save it for Antonidas if you are going to need him to win the game or if you already have him in your hand.
Another key card that not a lot of other people run in this kind of deck is the Polymorph. I basically took out a Tinkertown Technician to put it in and it has worked wonders for me. I prefer to keep a second Harvest Golem instead of a second Tinkertown Technician since even with just one Tinkertown Technician you have enough creatures to give you spare parts for Antonidas and the Harvest golem will always get its value and is a stronger and more solid minion on its own. Its also a more sticky minion which is really important against classes with good board clear.
The last card I want to talk about and my most favorite card of the new set is Snowchugger. This card is straight up awesome and really strong aswell. Even against classes that dont use weapons it really allows you to control the board more and set up more favorable trades. But it definetly shines against classes that do use weapons such as Warrior and Paladin. If you are able to coin out a Mechwarper and then play Annoy-o-Tron with Snowchugger you should be able to freeze your opponent's hero for many turns in a row. This is also one of the main reasons Annoy-o-Tron is so strong in this deck. It defends your key minions from your opponents weapons and minions.
This is mostly all I wanted to explain about the deck to you guys and I really hope you will like it. It has worked great for me and many of my teammates and friends have been using this deck aswell since they saw that it worked so well for me and all of them are really liking the deck so far. If you have questions about the deck feel free to ask them. The best way for that, and to learn more about the deck such as how to play it, would be to come and check out my stream sometime. I basically stream everyday from ~13:00 - 17:30 CET on www.twitch.tv/Diurion. You message and follow me there and on my social media. www.facebook.com/Diurion and www.twitter.com/Diurion
Again, I hope you guys like the deck and I wish you good luck on the ladder with it!
Proof of getting legend with the deck: http://gyazo.com/5e3efbeb6d07c471527155b652fc8a50
I don't have sylvanas, would toshley work well in this deck? I also considered rag or loatheb, advice please?
sucks vs handlock
almost the exact same deck...
http://www.hearthpwn.com/decks/134111-miraclemechmage-v-1-2
Nah, same concept, but super different. This one replaced the Sludge Belcher, since you're already gathering tempo quickly with this deck you gain even more pace with Azure Drake. Plus Mechanical Yeti is a pretty big body so you aren't spamming out your hand turn 5-6. He's increased his value on the 3 drop over the 1 drop, which means he's playing more middle gamed then early tempo, and I totally agree with him. If the opp is running the one you posted and he's running this deck... Jeeves gives you more value than your opponent I think. (assuming both of you are spamming out mechs left and right)
don't you feel like sometimes this deck gets overrun by aggro? i enjoy playing this deck better than the other one too, but i feel like sometimes it just a turn slower than aggro decks, and can't quite gain the tempo back.
Slow deck, gets countered way too often in the early ranks. Getting with this deck to legend is a pain...
So? This is literally the opposite of a slow deck.
This deck is anything but slow with the right hand.. Mulligan correctly.
You realize how many times that deck has changed? Look at the cards that have been taken out/replaced its been adjusted a TON.
Also doesn't mean he copied it. I looked at that deck when It first came out and never looked at it again built my own mage mech deck and it turned out almost exactly like this one minus about 5-6 cards. You have to remember deck sizes are only 30 cards. Half are almost auto included in each "theme" And most card cost slots are a given in alot of mana spots simply because other cards in the same cost are not as good.
Do you think that Dr. Boom could be good replacement for sylvanas? He provides good pressure, board control, and capable of doing damage to face with the boom bots.
I've been running a very similar deck and have had good succeess with it. Just wondering if the one change could be a big difference.
Do you not have sylvanas? I would give it a try if not though.
I have been running basically the same deck minus a few cards. Whats your opinion on gazlow over sylvanas? I feel like gazlow/antonidas are big win conditions and with all the spare parts in hand its nice to have two cards that can help that.
I think is dont necessary. This deck have a nice tempo. Gazlow to slow in this.
I must be misplaying this deck severely.. I am constantly starved for cards, how do we get consistent card draw out of this deck? :*(
It depends. Are you just dumping your hand against classes that can clear your board? Example turn 7 flamestrike , priest/circle combo , equality/consecrate ect?
You can always put a Jeeves in a deck like this to help with card draw.
Take a look at this deck http://www.hearthpwn.com/decks/134111-miraclemechmage-v-1-2
I no have Sylvana, and use Cairne, Also good table controll from 2x4\5 body. Tell me pls this makes sense, or maybe need replacement? (4 rank now)
thoughts on Gazlowe?
Too slow in this deck.