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[ EASY LEGEND ] LEEROY MECH MAGE

  • Last updated Oct 24, 2015 (Warsong Nerf)
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Wild

  • 23 Minions
  • 7 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 5140
  • Dust Needed: Loading Collection
  • Created: 9/1/2015 (TGT Launch)
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  • Battle Tag:

    LusTrouZ#1462

  • Region:

    US

  • Total Deck Rating

    87

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Using this Deck and a Variation of Secret Pally I've hit legend 3 times S17, S18 and S19.

 Feel free to ask any questions through the questions or through twitter.

Card Choices:

Blood Knight - with the amount of Secret Pallys on ladder still, adding this will increase the matchup into your favour. Having the option on turn 3 to drop a 6/6 after a turn 2 annoyatron is also very strong in other matchups

Mana Wyrm - a 1/3 one drop can fight against other early game minions as it threatens to become bigger with spells. it also signals that you are playing Tempo mage

Unstable Portal -  the output from this card can wildly increase the odds of winning the game it can pull out some unexpected combos 

Blastmage - dropping this on curve can put a lot of pressure on the board as well as help clear token and make effective trades

Polymorph: Boar - acts as a way past a taunt or and additional finisher

Leeroy - acting as a pseudo Fireball for 5 mana to add an additional finisher

Fel Reaver - one attack from this should put the enemy in range of all of the burn in this deck

Loatheb  - often seals the game when setting up for 2 turn lethal and it often stays alive for that extra 5 damage to face

 

Why isn't there _______ in the deck?:

Archmage Antonidas - without tinker town technician in the deck there isn't a way to guarantee getting extra fireballs and with the use of Leeroy and Fel Reaver the game is a lot shorter.

Mad Scientist and Secrets - having secrets in the deck slows down the explosive starts that mech mage can start off with and losing tempo by drawing or a secret defeats the purpose of this aggressive version of mech mage

Tinkertown Technician - although with mechs this card is a 4/4 sometimes you need to guarantee you have a mech on board for an on curve Blastmage. Tinkertown would be more effective in a slower mech mage including Archmage Antonidas

 

Mulligan:

The deck has six 1 drops so you always want to mulligan for them so you have control of the early game to freely play your and flood the board with mechs. Cogmaster + a 2 mana mech is one the best starting hands as it acts as a threat for any almost any 2 drop the enemy can play. For each matchup there is a card you want to be looking for.

vs Warrior & Rogue - Cogmaster + Snowchugger + Mechwarper

vs Druid & Hunter - Cogmaster + Annoyotron + Mechwarper

vs Mage & Warlock - Mana Wyrm + Frostbolt + Cogmaster

vs Paladin & Shaman - Cogmaster + Mechwarper + Blastmage

vs Priest - Cogmaster + Frostbolt + Mechwarper

The worst matchup at the moment is vs Dragon Priest as right now they have effective 1-4 drops vs mechs.

 

When to go face:

The goal of the deck is to race the enemy to 0 health, but the deck plays out more similar to a Tempo deck than a Face deck. Making efficient trades from turn 1-4 and going face when the board is clear will be more effective than going face all the time. When you have burn in hand you can opt to go face more often to put them in range to end the game by turn 8. An exception to not trading would be when you have multiple minions behind an Annoyotron. 

Be sure to give the deck an upvote if you like it :D

Follow me on Twitter @LusTrouZ