Mecho my Echo (post UT nerf)
- Last updated Feb 7, 2015 (Undertaker Nerf)
- Edit
- |
Wild
- 24 Minions
- 6 Spells
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 7680
- Dust Needed: Loading Collection
- Created: 1/30/2015 (Undertaker Nerf)
- decktech
- Registered User
-
- 5
- 18
- 32
-
Battle Tag:
decktech1263
-
Region:
US
-
Total Deck Rating
212
UPDATE:
Now that this deck is on day 6, it seems like there's no shot for me to realize my year-long dream of being on the hearthstone main page for popular decks. Fingers crossed we get a spotlight. :) However, this is my most popular deck here, so I thank you all for the support. In celebration of this being my most popular deck, I'm working on a bit of a match-up guide (to come soon!). Still not playing many games, so I don't have huge numbers to back my stats, but hopefully something is more interesting to you all than nothing.
Finally, I decided to bite the bullet and swap annoy-o-tron for Kezan Mystic. The reason being that most mages are now running mirror entity, and hunter and mage make up a huge part of the meta where I am. A well-timed/luckily timed mystic is a great way to mess up combat math, get lethal, and/or steal mad scientist value. I have not yet felt the loss of the 2cc mech or the taunt, but I'm keeping an eye on it. Next thing I'm testing is whether we want 2 echoes and what we might want instead (a few comments and other echo decks say you only need 1, but I'm not yet convinced the chance of poorly drawing both is worse than the value of getting at least one most games).
General idea:
This is my take on the recent echo decks that have been going around. As you probably know, those decks tend to rely on deathrattle minions so as to fill the board for a bigger echo. The large amount of deathrattles naturally makes undertaker fit in there.
HOWEVER, with the undertaker nerf, I think he might not be worth the slots anymore. The next best 1-drops are cogmaster and wyrm. Wyrm doesn't fit as well in a minion-based deck like echoes, so we land on cogmaster for early presence which, of course, means mechs. Mechs also mean we can use goblin blastmage, which is one of the best 4-drops in the game.
NOTE: Big credit to the people who built this archetype up before me, especially Razoir (http://www.hearthpwn.com/decks/159244-razoirs-last-boss-legend-minion-mage). I thought Echo was only for molten giants for some time, but they showed me how wrong that was.
Other note: I made a few changes after g4m3sh4rk's suggestions. The changes moved the curve down a little bit, but it's still mostly the same. I'm enjoying the changes so far, so I decided to update. I'll keep updating as I keep testing. Big thanks to him, too. Check out his version here: (http://www.hearthpwn.com/decks/184604-decktechs-mecho-my-echo-adaptation).
Why run this deck?:
Whenever I see a "tweak" on an established archetype, I gotta ask "why run this over X." Here, the two established archetypes I can see most easily comparing this to are Aggro Mech Mage and Deathrattle Echo Mage.
(Non-Mech) Echo Mage:
I think this build has three main advantages: 1) it does not need undertaker for early presence/pressure, which I believe will be of value after the nerf makes him basically unable to 2-for-1; 2) it lets me use Goblin Blastmage, who is just nuts to play multiple times in a game; and 3) you get to use multiple mechwarpers (I've had several games with 5+ mechwarpers), which makes half your deck free or reduced cost--great for filling the board before and after an echo.
(Non-Echo) Mech Mage:
Actual advantages: 1) the unexpected nature can lead to some freebie misplays, which is one reason I almost always prefer to homebrew than netdeck (though fewer than I'd hope); and 2) the re-use of cards gives the deck more legs than the full-aggro version that might run out of steam.
Personal taste advantages: 1) it's more midrange, which I like; and 2) the RNG of some cards here and big-play potential of echo make for more exciting play.
Card choices:
- No Undertaker: one of the basic premises of the deck--if UT only has 2 health, he can no longer two-for-one and becomes less powerful. Maybe cogmaster is a better 1cc drop (Maybe, still testing. Cogmaster also only has 2 health so... it's really a matter of how frequently they get to 3 or higher attack, but it's easier to get a turn 2 3/2 with cogmaster, so there's that). Also, the lack of UT means you can branch out a bit and use more cards without deathrattle.
- No Dr. Boom: on the very short list of possible alternative cards to try. For now I opted to keep BGH targets off the list. May change if meta/feelings do.
- No burn spells: I love the value of frostbolt and fireball, but Echo requires minions.
- Annoy-o-Tron: Fantastic guy because he buffs cogmaster for a few turns, sticks around for echo and blastmage, and messes with small aggro guys. Cut one to make room for more tail-end drops and I haven't missed him too much. See note above, have now cut both. Keeping an eye on it, but it seems ok for now.
- Mad Scientist: Just amazing in mage.
- Snowchugger: The 2 and 3 spots are pretty tight. I like the little chugga-chugga, but I had to try to squeeze one in.
- Duplicate: I wanted a third secret and with all the spare parts floating around, the options were limited. This gives the deck a bit more gas and is usually pretty good value.
- Mirror Entity: A staple part of Echo decks as far as I am concerned. It allows you an instant boost to your board and is on-curve if you want an early Echo. For minions without a battle-cry, it is almost as good as removal, because it allows you to trade if you want to.
- BGH: Pretty solid right now due to all the big minions around (mostly Dr. Boom, but also giants, Rag, Fel Reaver, Neptulon, etc.). Also, great to Echo because it makes your opponent want to hold their next fatty.
- Harvest Golem: Not as flashy as the other potential 3-drops (Spider Tank, Tinkertown, another copy of the ones I already have), but it still trades decently and the stickiness of it goes well with Echo.
- Mind Control Tech: Another key card for Echo decks, this allows you to build your board and slow them down. Similarly to BGH, if you can Echo one then your opponent knows he has to play around it the whole rest of the game--value.
- Shade: A step below “key” for an Echo deck, but very good. Shade’s stealth makes him essentially “sticky” for purposes of filling up the board and getting a good Echo. Then, when he does attack, he can often trade up after having grown for a few turns. Recently cut to make room for bigger cards. I'm not missing it too much just yet because he's not a mech and the 3 slot is pretty full anyway, but he's on the short list to add back in eventually.
- Blastmage: One of the main reasons to go mech. Such value.
- Piloted Sledder: Very solid for Echo due to his decent trade value and, of course, decent deathrattle.
- Antique Healbot: I found myself losing to aggro decks a turn before I had lethal. Since I added healbot, I haven’t lost to hunter or face mage. Obviously, some of that is due to small sample size and normal RNG variance, but some of it is due to the fact that 8 life is a decent chunk and 16 or 14 life after an echo or a duplicate is a whole lot.
- Loatheb: One of the best midrange cards and a fantastic Echo target.
- Sylvanas: Great card already, but even better with Echo. Either I get to copy their minion I’ve stolen or I get to copy Sylvanas to play another Sylvanas. The 6cc is nice because it also allows you to play Echo same turn.
- TBK: Even though Mage already has decent removal, TBK is nice because it can get Echo’d and duplicated. Like Sylvanas, he lets you play him and then Echo same turn. Like BGH and Mind Control, knowledge that you have him in your hand can really mess with opponents’ play.
Other Possible Cards:
I've made a few mentions of my "short list" of alternative cards. It's actually pretty long. Sorry. Here are some other cards I am testing/considering testing if I see the need for a change. You can think of these as meta/sideboard cards, and/or replacements for cards you don't have or don't like.
Unstable Portal, Abusive Sergeant (early game, better trades, adds value to BGH), Ironbeak Owl (I don't have him in there because I'm not afraid of Undertaker anymore, but it's still a very good card), Youthful Brewmaster (reuse battlecries), Shade of Naxxramas (see above), Defender of Argus (obviously, a solid card in a minion-based deck, plus it lets you guide duplicates), Kezan Mystic (mirror match, hunter, other mages), Bomb Lobber (budget TBK and also good in his own right for board control attached to a minion to copy), Harrison Jones (not now, but if weapons come back--the draw is nice), Water Elemental (fat butt means it's more likely to live for an echo; I think I like it better against weapons than ooze for budget decks), Sludge Belcher (lots of mid-game value, great to copy), Dr. Boom (obviously), Troggzor the Earthinator (so I can yell, "TROGGGZORRR!"), Sea Giant (we flood the board, so he can be cheap, but right now too many BGHs), and, of course, another copy of the non-legendary 1-ofs in the deck.
Matchups:
As I stated above, I don't play enough to even estimate at win percentages for matchups, but I certainly have played enough since the UT ban to give little tips and blurbs on most matchups. Here's my take on some key matchups:
Mech Mage: Our early games are fairly similar (duh), so you need to try to get small incremental advantage through favorable trades. Your goal is to take the game to the midgame and win it there. If you take it to midgame, they frequently run out of steam. Don't dilly-dally too much, though, because they have fireballs and other stuff to finish games. Current trend is the secret mirror entity, so keep that in mind. General feel: slightly disfavored.
Hunter: This is one of the matchups where I would keep later-game stuff that is good in the matchup (healbot, blastmage) if the rest of my hand seems able to support it. Other key cards are scientist, chugga, and mind control. Like mage, you just want to make decent trades and keep your life total from getting too low. They tend to have lower-health minions, so your hero power and blastmage pings should really help make good trades. Their burst potential is a little lower than mage, so if you can land 2-3 healbots you are almost guaranteed to win. Kezan mystic has been pretty good here so far. General feel: slightly favorable.
Mustard Pally: A.k.a., almost every pally I have faced since GvG except for this one poor schmuck I owned. This matchup is a slugfest, but I think it is in our favor. I added the one flamestrike to take one quartermaster off the table. Both mustard and Boom beg you to counter with mind-control, which I sometimes do, to decent results. Save TBK for Tirion and BGH for boom if you can. They run board wipes, obviously, so hold a few guys back once you establish some pressure, but their board wipes are fewer now (pyro has anti-synergy with mustard), so you can keep track of them and play accordingly. General feel: slightly favorable.
Druid: I hear there is a very taunt-heavy druid that is or was very popular at the high ranks. I guess I'm not high enough to have been privy to that. I don't see much druid, but when I do it is normal tempo/combo, and I am pretty happy. This is a pretty good matchup where our guys and our tempo plays are great than theirs'. Just make sure to always calculate their next turn from 7 mana on assuming a FoN + SR. Not sure taunt would be much worse, but obviously you'd want to make copies of TBK if you can. I've only played a few fatigue druid games, but I'm not sure how that deck ever beats anything other than rage quits... General feel: favorable.
Zoo: I don't see much warlock these days, but here's an old trick to find out if you are facing zoo or handlock: watch their mulligan. If they only mull 1 (or 2 on coin) cards, they are more likely aggro. If they mull most of their hand, they are most likely searching for a mountain giant. Anyway, zoo is dying down now because mech mage is a new and exciting cheap aggro deck to play, but also because, after the UT nerf, Zoo has a really bad matchup versus mech mage. Mechs are beefy, blastmage and hero power make for good trades, and if they lifetap too much to keep up, they die. We have basically the same situation except instead of ending the game by fireballs, we seal the deal by healbot + echo. Same key cards as other aggro, strategy still to make good trades. General feel: favorable.
Handlock: Also not so common where I am anymore. I think so much mage in the meta means molten is too risky. I haven't played enough game to tell you how this one goes.
Warrior: Their deck is too slow if you get a decent start. They almost don't play cards until turn 5, which is much too late. Plus, they treat the first few turns like you are mech mage (which is part of the benefit generally of this tweak) so they waste things like execute on guys like blastmage! Usually, they play a turn 5 shieldmaiden or brawl to try to get back into the fight, but my board has a bunch of deathrattles and/or a mirror entity, so it doesn't help. Just know that if you give them too long, their endgame is a little better than ours--try to finish them off as fast as possible. General feel: favorable.
Tips:
Unfortunately, I don’t have too much keen insight for you yet. All my tips right now are pretty obvious: mulligan for early plays and the cards that are good for a particular matchup; make good trades; try to build the board for a nice echo; and always check for lethal!
More on mulligans: I tend to mull hard for early cards, tossing almost anything that costs 3 or more except for mind control versus aggro and goblin blastmage if I have a nice looking setup for him. I'll likewise keep harvest golem if I have a nice early curve going, but usually toss him and expect to pick up a play by turn 3. 100% of the time mull secrets--you prefer to get them with scientist.
I really like the look of this deck and it might be just the thing to get me to play Mage again (I've shunned it lately out of disgust for the standard MechMage aggro bullshit). One replacement question: I have no The Black Knight yet; what would you suggest to fill this spot? Bomb Lobber, Polymorph, a Silence?
Sorry for no response; I wish comments on decklists would show up on my notifications list. Obviously, with a whole new meta and a bunch of new cards this deck would look a bit different if I were still running it. I might throw together a BRM list to dust this off again. At this point polymorph or a silence minion or emperor would probably be best. I'd make it emperor as I think he belongs in just about every midrange/control deck.
Recently I've been having the issue of there being so much BGH, Mirror Entity, and MC Tech in the meta that people are playing/building around them fairly well. Without those tempo cards, or at least comparative value from them, a lot of our deck's value is lost. I still love this deck, so I'm sticking with it and doing more testing, but it may be better for non-die hard fans to shelf it for a bit until the meta changes. Unless, of course, you're not seeing the same meta I am. Then keep on kicking butt with this fun deck.
I've lost 3 in a row with this deck @ rank 12. Idk. Maybe RNG? Getting rushed down with Lock Zoo and Huntard. Unlucky? Idk.
0-5. Add 2 handlocks that dominated me, even when I echo'd a BGH and tried to control his HP. Maybe I just run bad. Or maybe I'm an idiot.
Maybe it was RNG. I've won 5 in a row.
Haha, it is a little RNG-y of a deck. I have had those swings, too. I'm still tweaking it to try to fix consistency issues and, as always, adapt to the meta. Zoo and huntard are close matchups that are very draw dependent. I now win more than half for both of those, but it did take a little practice. You are the control deck, of course, so you just need to make your plays with that in mind. Those are also two of the matchups where I'd keep mind control tech and maybe blastmage, just because of the value.
As for handlock, I haven't tested too much against them because they were mostly gone for a while due to mech mage and hunter. However, I have noticed an uptick myself. It is not an easy matchup because they have 4-6 threats we need to answer and we have only about 3 answers (BGH, TBK, Sylvanas). Therefore, the key is to get multiple copies of your answers (dups and echoes, of course), and to watch their life total so that they can't get those threats out too fast, of course. I think without face burn, our matchup versus handlock is disfavored but certainly not impossible--I got this one poor handlock with 3 BGH and 2 TBK once; needless to say, I won that game.
Just faced 3 stall mages in 4 games (2 fatigue mage, one "traditional" or "combo" freeze mage, whatever you want to call it). That Kezan mystic is looking pretty good. Also, got my first "Rage Friend Request" of the season. That RFR was pretty funny because that derp clearly couldn't even comprehend that echo mage is a real thing. All in all, a good Saturday thus far.
I took the time to play 30 games with this deck. My final score with the deck was 20-10, at 66% win rate. Here are my findings.
1.) It's exceedingly good against control matchups. I'm 4-0 against druids, 3-0 against warriors, 3-1 against paladins, and 1-1 against Shamans (not enough data obviously).
2.) It struggles slightly against aggro. I faced 6 mages in this time and went 2-4. I faced three hunters and went 1-2. I did manage to go 4-2 against warlock though, which was refreshing. Hard aggro is the most volatile matchup so I'll need to play more to learn about it.
3,) I'm not sure about the double echo. Echo is amazing, yes, but in the vast majority of games I only end up using it once, if even that. As was said frequently when the card was first discussed, echo somewhat requires you to be ahead on board before making the most out of it. It can be a very dead card and eat up your entire turn early game so it requires you to really weigh the risks of playing it. One echo may be more reliable than two.
4.) Kel'Thuzad seems to be the all star of this deck and really brought home a lot of games for me.
Good deck concept and a lot of fun! I'm looking forward to playing more games.
I'm glad you like it and it worked pretty well for you. Since you took the time to play a good chunk of games and to respond, I'll respond to each point in turn, too:
1) I, too, have found it to be pretty solid against these matchups. Glad to have concurrence. I have a particularly good matchup versus druid; I'm sure I'm not 100% against them, but I can't now recall any losses.
2) I'm not sure if my aggro matchups have been as bad as your data suggests yours were. I have certainly been stomped a few times when they get killer starts and I stumbled a bit, but I think I'm still winning 50+%. I guess you're almost at 50% overall with 7-8, so maybe there's just some RNG differences between our experiences. The key is efficient trades, life gain, and playing for the late-game. I still have not lost to a hunter in which I was able to play more than one healbot--as a result, when I play against aggro decks, I try to hold off on healbot as long as I can to make sure I can echo and/or duplicate it. If you keep struggling against and facing a lot of aggro decks, I'd suggest some tweaks to help: Pilot golem can become a sludge belcher, enhance-o can become a farseer maybe, one or both cogmasters can become zombie chows. That makes it a tiny bit less mechy, but I'd rather win more games in an aggro meta than lose a few just for the sake of a clever (I think I'm clever, anyway) deck name.
3) This point is very interesting. I'm always looking to make changes, but I was pretty sure 2 was the way to go (even if I occasionally get both in my opening hand and ultimately lose). I even told a poor guy who commented before you that the deck might as well not be an echo deck with only one. :X In my next batch of testing, I'll see about trying it out with only 1 and if that gives me enough lasting power. Would you sub with a different card draw/ tempo card, or something else?
4) Agreed. I have been very happy with KT. When I play him, he's almost always a 3-for-1 or more (I trade one or two guys who come back, they spend removal on KT or run a fatty into him to get rid of him or he stays and I win the game). That kind of tempo just wins games, even if he's only alive for that initial turn.
I made a simliar deck tho i need all the help i can get to make it perform smoother
A couple of examples, whethever if i should use 1 or 2 unstable portals?, add explosive sheep for rush deck control? run 2-3 secrets and a mad scientist, but the problem is that this might be quite bad if u actually have the secrets in ur hand since it will probably be quite slow? swap lil' exorcist? Recently swapped 2 Harvest golems to 2 Spider tanks since spider tanks is way stronger and gives alot more power since harvest golems are for deathrattle decks wich i was kind of stupid not to notice that i should have done this swap earlier, also this small change made alot of improvement to the deck and made me win games alot easier so yea, there are many possibilities.
As u can see i have many questions and wonders about swapping and adding few cards to the deck to make it a really good and strong deck, all help is appriciated, dont worry to give some tips and improvement of this deck.
i'd say use Harrison Jones instead of Ooze, tho i don't have that card yet.
Hey man, I'll definitely answer any questions/give any advice I can here. Then I'll go to your deck's page and ask my questions because that seems fair...
1 or 2 portals?: As you can see, I currently run 0. That is because mechs are pretty solid in the 2-3 slot. Portal is ideal on turn 2 so that you can play whatever you get as early as possible, BUT portal is usually a secondary play to your main gameplan, so it rarely gets played on turn 2 in mech. Your version has slightly fewer mechs/other early game cards, it looks like, so you can afford to portal early sometimes. In sum, I would build the deck to 28 cards and see if the portals fit in one or two of those last slots. Be mindful of your curve and when you want to play the portal, and be mindful of the two cards that would be in there if not for portals.
Sheep?: No. That's a different echo deck--the fatigue mage one. I've only played against it twice, thank god, but it seems decent enough. I have no idea what would possess a person to play that over other options in terms of fun and time-value, but that's just me. THIS version of echo does not want all the board wipes that hurt our board as well because we play to build up a big echo. Killing your own guys is not worth it for the value you get hurting their side unless, maybe, you are facing a million hunters. But even then, I'd sooner try other options.
2-3 secrets + scientist?: Highly recommended, but not absolutely required. I have in my write-up that mirror entity is a staple for echo decks, and I still believe that. You get crazy value whenever a scientist trades with a 1-or-2 drop, gets you a mirror entity, and then effectively counters their next creature. It's extra valuable to echo, over other minion-based mages, because it lets you play minions with their mana, setting up a bigger echo faster. But, thanks to kolento, a lot of people are running mirror entity and, consequently, a lot of people are decent at playing around it. It makes the card less powerful, but by no means bad. I think, still worth it. Because when people play around mirror entity it means they have to play their deck suboptimally (hold 1-drops to late game, not play mid-and-late game cards on curve, etc.). The value of scientist pulling a secret is definitely worth the cost of you drawing a secret and/or him whiffing sometimes. You are paying 2 mana for a 2/2 + draw/search deck for secret + play 3cc secret. That's like 4-5cc value when it works. TL;DR: huge amounts of value, slightly less than before because expected now, I still think it's worth it.
lil exorcist?: I don't think she's great now that undertaker has been nerfed, but every deck will have a few targets. The problem is that her effect is good, but not fantastic. It might not be worth holding her until she can get buff instead of playing her on-curve. Again, if you are seeing a lot more deathrattle than I am, I can see this being a good fit for you. Personally, I'm SBing her until I see more than just a few deathrattles per deck.
spider tank v. harvest golem: Speaking of deathrattle, it's why the golem is in my list over the tank. Yes, the tank has a bit more immediate presence. However, the deathrattle stickiness makes golem less susceptible to most targeted removal (crackle, swipe, etc.), gives me "insurance" against AoE, and helps build up bigger echoes. Between blastmage and echo, I want him to stick around if I can. That's why I prefer harvest golem in this type of deck.
The last thing I have to say here, right now, is that you should get that second echo! Every once in awhile I have both in my hand early and I'm like -__- but usually I draw about one per game. If I drew one every other game, I don't think I would win as frequently.
GL, thanks for the post, I hope I helped.
I swear, I have the worst luck with these decks, I never draw answers to the opponent's board and they always clear and I die with useless echo's in hand. Or course, I mulligan the echo's away and focus on early game but I always seem to draw one or more early and for echo's to be useful you need to have a board and 4 mana spare which only seems to happen with this deck if you got lucky or your opponent grossly misplayed. Without burn Echo has always felt like a luck harder kind of deck.
Maybe it just doesn't fit my playstyle, which is usually more control focused and looking to get value from spells, of which this has none.
I'm like 1-9 with this. The 1 win was because I had a perfect draw. Would love some advice, but I just can't see how echo decks are anything but 100% draw luck. There's no way to actually get back in the game if you're behind (MCT it far too situational), mirror's are very easy to play around if your opponent knows what they're doing and the actual Echo's are dead and useless cards in my hand in literally 70% of my games thus far - the other 2 games I lost I never drew them, mostly just died with Kel'thuzad also dead in hand every game, I've had him in hand about 50% of the time and not once was he playable as anything more than an expensive speedbump onto an empty board to stave off lethal for a turn. There's Just far too many dead or unplayable cards every game.
Hey man,
I can try to help out, but I'm not sure how helpful it will really be.
First of all, what types of decks are you playing against? This deck is about reacting to the meta and it is possible you're just playing it in the wrong part of the ladder. I can tell you that I played it from rank 11-5 in the past two days with I'd estimate about a 70-80 win% in that time--so it can work at least at that point in the ladder.
Which leads me to my second point: play style and skill. I've only taken this to rank 5 so far, and I'm not pushing too hard on it because, obviously, legend this season is off the table now. If I were to go try-hard for more than a few days, I'm not sure how far I could take it. But, I also know that I am a good-not-great player who loves midrange. If you are an average-not-good player, or if the fact that it's midrange really doesn't work for you, then that's part of your problem. Midrange requires that each turn is a reaction to your opponent, more so than either aggro or control. This means there are, generally speaking, more opportunities for misplays. It doesn't help that this deck runs lots of situational cards: this requires you to know when it is better to "bite the bullet" and waste some potential value for some immediate value (like deciding to play a BGH or a TBK without a target).
Finally, there is the obvious issue of RNG that's throughout hearthstone, of course. I totally understand that this deck CAN give complete garbage starts. I went on a 3-4 game losing streak when every start was "mull 3, nonetheless start with TBK, Echo, KT in hand." With the exception of some aggro decks like zoo, that's just what happens when you have a game with small starting hands and a deck with any sort of mana curve. I ended up win streaking through three ranks after that losing streak, including a few games with something like cogmaster, coin, cogmaster -> annoy-o-tron starts. It happens. I will say, however, that this deck has a pretty healthy curve around 3cc (as you can see), which means that with decent mulligans you should usually have some sort of early game play. Sometimes you just get left in the dust--that also happens. To answer your direct question: echo decks are more than just about the draw because you are always trying to win board position through favorable trades. Echo turns small, incremental advantage plays into huge advantage, so every decision matters.
TL;DR: If I get more info, I might be able to give more concrete tips. Quick tips: 1) every play matters, trade to build the board; 2) mulligan for early plays; 3) play to your strengths in terms of playstyle; and 4) sometimes RNG happens and we just need to accept it.
Feel free to respond with more or add me in-game to watch me play it. Like I said before, I'm no pro, but it may give you some idea about what you might be missing.
Echo mech is a STRONG independent mech deck who don't need no card draw.
OK, after about 6 hours of testing here are the changes I'm comfortable with.
Mech-o my Echo
I only have one echo. Would you say it is still playable?
Still playable, for sure. I might go with another duplicate in its place as a 1-for-1 replacement. The problem with that, of course, is that your opponent gets to control when it procs. For that reason, another decent replacement would be to throw in a midranged tempo card (unstable portal, defender of argus, water elemental, fireball, another copy of some of the 1-ofs in the deck, one of a few mid-range mechs like spider tank, etc.) so as to up the overall value of the cards in the deck instead of trying to get more of them. GL and let me know if either of those plans work out for you.
I've won matches with out echo but it would be a reg mech deck after that
That's pretty much what I was thinking. Without the second echo you can either make it more "mechy" or resign yourself to a slightly gimpy version. Like g4m3sh4rk said, you don't need echo every game, but it is the card this build is based around.
Jeeves maybe.
I think the curve may be a little too high in this deck for Jeeves. If I wanted extra draw, I think I'd try Cult Master first. I imagine you could usually draw a few cards from it, even without a UTH or Mustard-type card.