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Mech - BGH & Dr.Boom Variation

  • Last updated Mar 1, 2016 (Explorers)
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Wild

  • 19 Minions
  • 11 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 3020
  • Dust Needed: Loading Collection
  • Created: 1/30/2016 (Explorers)
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  • Battle Tag:

    Bolzano #2758

  • Region:

    EU

  • Total Deck Rating

    115

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Introduction

Big thanks to @Alegro3, a real life friend,

for the original idea of this the deck's body, with minor tweaks to adjust to my playstyle. Kudos to you brother! :D

(22.2.16 Update: This guide is still in development. Thanks for your patience!)

This deck combines the explosive early-mid game synergy of the mechs with:

  1. the additional overwhelming pressure by Dr. Boom (instead of Archmage Antonidas)
  2. the exceptional meta removal of Big Game Hunter which is an incredible gamechanger.

If you are a casual Mech Mage player, this introduction pretty much explains how this deck works in comparison to other traditional mech decks.

However, if you are new to the Mech Mage, Welcome to this guide! I will guide you through one of the most infamous and easy to play decks in the history of Hearthstone!

------------------------------------------------------------------------------------------------------------------------------

Basically what you have to do is play on the curve and fill the board with annoying mechs. Drops go like these:

Minions

  1. Clockwork Gnome, Mana Wyrm and Cogmaster. Both are amazing and have a neat synergy. The Spare Part you'll get from the Clockwork Gnome is a 1-cost spell to buff your Mana Wyrm to greater heights. The only unsound part that may not be instantly used is Time Rewinder but that doesn't mean it's bad at all! Cogmaster is a card that you aim to play turn 1, with mech follow-up turn 2 for trade or smorc with 3 dmg. Lategame it's super bad, and you should avoid playing it unless there is no better alternative or you wanna play around a potential Mirror Entity of your opponent's.
  2. Annoy-o-Tron, Mechwarper, Snowchugger, Micro Machine and Mad Scientist. Annoy-o-Tron is one of the most silly cards in terms of defense and board protection. Mechwarper, is a solid 2/3 2-turn drop, with the ability to discount your mechs even further, allowing you to cheat the curve , and fill up the board with monster mechs or multiple mini ones (playing around the opponents removals). Snowchugger is your ultimate tool against Rogues, Shamans and Warriors (maybe Paladins aswell). Freezing them disables their weapons, allowing you to effectively counter  their plans. Mad Scientist is a miracle worker on mage, giving you tempo play and value of 4mana. I cannot stress how sick that is. Always play him, he is just ridiculously overpowered. Micro Machine is a great tool to force your opponent to waste single taget removal when played on a loaded board. If not, good luck parrying the punches of this mechanical menace!
  3. Spider Tank, Big Game Hunter. Spider Tank is a standard 3/4 mech, nothing special about it but the tankiness and the mech synergy.Big Game Hunter shouldn't be played without his battlecry killing a target. The only situation that this card can be played without it is when you play against a deck like Fkin Cancer Hunter Face Hunter. Then and ONLY THEN, you may simply place him on the board if there is no better alternative.
  4. Piloted Shredder and Goblin Blastmage. Piloted Shredder is a monstrous, board-sticky 4/3 mech, which makes it a great tool for further board control. Goblin Blastmage IS. A. FREAKING. BULLY. Not only he costs 4-mana for a 5/4, it casts buffed Arcane Missiles as an added bonus when his battlecry triggers (ALWAYS aim for that). He wrecks aggro, he destroys the opponent's board stability and he basically 3 out of 4 times he shifts a bad situation around (RNG included). Time Rewinder will help you trigger his battlecry once more!
  5. Azure Drake and Loatheb. Azure Drake is a great 5-drop 4/4, that keeps your hand full with an extra card draw, and gives you +1 spell damage as an added bonus. You gotta love this cutie! Loatheb is a disgusting, cheap and brutal counter to almost any deck that uses more than 6 spells. I simply cannot stress how important he is in the current meta. Not only he is a solid 5/5 drop, he will destroy Oil Rogues, Tempo Mages, Frost Mages, Combo Druids, Priests and even Hunters in some cases if used on the right turn. You mainly don't want to play him on curve since he works as a "silence" to the opponent in terms of spells, rendering most board-clears and combos completely useless. A good Loatheb drop, separates a good from a bad player.
  6. -
  7. Dr. Boom. Any player that has ever faced this guy knows. If you don't know why, let me explain: https://www.youtube.com/watch?v=HtJdKLTU83w       There is no better 7-drop in the entire game. End of the story. Irreplaceable. Craft Dr. Balanced (he likes being called like that)

 

 

Spells

  1. -
  2. Frostbolt, Unstable Portal. Frostbolt is a turn-2 killer of ugly trash like Darnassus Aspirant or Northshire Cleric. It is also used to freeze n' ping x/5 drops to finish them off next turn if your opponent has no heals. It can be used to freeze a Warrior, a Rogue, a Paladin or even just add 3 dmg (or more) in a nuke attempt. Versatile and powerful, a must-have. Unstable Portal is a wild RNG card, which can actually win you some games just by itself. You'll be surprised to know that it has around 18~19% chance to drop a Legendary card, which most of the times will provide you with overwhelming tempo against your opponent considering the 3-mana discount. Every card this portal yields that is above 2-mana is just fine, and a sweet weapon for your already loaded arsenal. 101% worth. Trust me, I'm a mathematician.
  3. Arcane Intellect and Mirror Entity. Arcane Intellect feels good man. Use only if you have no better minion drop or if you are running low on steam. You generally don't want to skip a turn without adding more pressure. Mirror Entity is kinda tricky, try to avoid having it in your hand and aim for Mad Scientist to bring it out. If that fails however, using it when you have a mana surplus or when the opponent is in topdeck mode is good enough.
  4. Polymorph and Fireball. Polymorph is your Nnnope! card, an infamous hard removal that will get you out of a tough spot any day. Tirion Fordring ? Nnnope! Ysera? Nnnope! Sylvanas Windrunner? Nnnope! Endless uses, even for non-legendary buffed threats. Keep in mind that this card can reach what Big Game Hunter can't, and that there is only a single copy in this deck. It's my insurance policy. It works. Leave me alone. Fireball is a burst tool that 6/10 times will go straight to opponent's fkin face. 4/10 times, when your draws are bad and there is no other removal option, you may use it to destroy a big threat. But remember that this reduces your burst potential significantly. It's a last resort.
  5. -
  6. -
  7. Flamestrike. Our insurance policy is complete now. If Lady Luck was not on your side this match and the board is swarming with little shits your opponent's minions, turn 7 (or 6 with The Coin) will allow you to reset the board the hard way. If you are already ahead, and the opponent throws everything on the board in an attempt to take it back, don't hesitate to use it. Beautiful synergy with Azure Drake if it is present.

Edit 2/2/2016: I proudly present you a demonstration of this deck brought to you by Pandamenium Productions®. Hats off to you sir, hope you hit the legend mark in no time!

 

 
 
Edit 3/2/2016: The hype is real! A second delightful demonstration of this deck's finesse brought to you by des7ructo® ! Thank you for your contribution, kudos to you and your channel mate!
 

 

 

Replacements

 

Dr. Boom is irreplaceable. He is the best 7-drop in the entire game. He is the first Legendary card you should go for, and super simple to play. Just drop him, unless your opponent has lethal.

Big Game Hunter is the second most valuable card this deck has. The entire variation is based upon him. Enormous value, great card for this meta. Can counter big threats hard, or provide you with a chargeless Huffer worst case scenario.
However, if you don't have enough dust to craft him yet, try replacing him with a 2nd Polymorph or Polymorph: Boar for even more aggression.

Loatheb is a top tier legendary with solid 5/5 stats and the unique mechanic of "silencing" your opponent's spells for one turn. Brutal combobreaker
versus many classes like Tempo Mage, Combo Druid, Combo Priest, Oil Rogue, Freeze Mage and Miracle Rogue. He is 1400 gold value, definitely worth going for.
However, he is not in the deck for synergy reasons which means he can be replaced. Keep in mind you let go of a powerful meta card this way and you should probably
get him at some point.

  • Azure Drake. A second of those babies will further increase your draw and midgame threats. [60/100 times I would choose this replacement]
  • Clockwork Knight. A 5/5 body just as the replaced one, cheap, and with mech synergy. [30/100]
  • Fel Reaver. This guy used to be one of my favorite cards in the game when I played mech Druid. Tried him on mage and it's not horrible. I think his era is over though, considering the numerous removals and counters to him [5/100]
  • Enhance-o Mechano. A wild card, with exceptional deck synergy. If you have already a board, it nearly seals the game. [4/100]
  • Mimiron's Head. Oh boy, this card is the epitome of fun. Feeling like summoning the ultimate mech? Go for it! [1/100]

Azure Drake is a flexible card you can easily replace, with the draw sacrifice and increasing the risk of running out of steam.

  • Clockwork Knight. [35/100]
  • Piloted Shredder. One more is always good. [20/100]
  • Mechanical Yeti. Why not? [20/100]
  • Junkbot If you have a board established, he will benefit from trades superbly, allowing you to maintain a big threat. It is optimistic to expect that he won't be removed though. [10/100]
  • Harrison Jones He will help you maintain your draw, while countering weapon classes. [10/100]
  • Blingtron 3000 Wild card. He can win you games with a crazy weapon, he can make you cry with Cursed Blade. If you like chances, take 'em! [5/100]


Goblin Blastmage is definitely not worth replacing, but if you are missing some dust or want to try something more suitable for your playstyle.

  • Clockwork Knight. 1 or 2. [30/100]
  • Piloted Shredder. One more please! [20/100]
  • Mechanical Yeti. As always. [20/100]
  • Kezan Mystic. Just 1. The number of Mages and Hunters a single card may wreck is off the charts. Super good, even for simply the stats. [15/100]
  • Mind Control Tech. Just 1. He may turn bad opening hands around by shifting the board in your favor. Worth a shot if you like RNG based cards or hard counters [15/100]


Unstable Portal. Many people do not like RNG based cards and promote consistency over wild luck. This is respectable, and in general replacing one or two of those cards will not mess this deck's plan. Here are some great alternatives:

  • Flamecannon. Early game OP removal. Synergy with Mana Wyrm, one copy is super nice! I believe 2 are not good, since you won't get the chance to play them both when there is only 1 enemy minion around. [60/100]
  • Mirror Image. Works fine vs aggro, buffs your Mana Wyrm. [10/100]
  • Arcane Missiles. More like a tempo card with minimum RNG, serves as a nice tool to establish a monstrous board. [10/100]

Update 22/2/16: Considering that this deck excels in aggro - midgame scenarios, an update to make it even more harder to deal with was considered and tested at ranks 10-8.

-1 Mana Wyrm -1 Arcane Intellect -1 Annoy-o-Tron -1 Tinkertown Technician  -1 Mechanical Yeti -1 Clockwork Gnome
+2 Mirror Entity +2 Mad Scientist +1 Cogmaster +1 Micro Machine

One Cogmaster instead of a second Mana Wyrm is kinda better when you want to claim the board early. 2x Mad Scientist together with 2x Mirror Entity is simply brutal. The scientists can handle aggrodecks exceptionally well and the entities will either force your opponents to play stuff off curve or you'll grab a curve minion yourself earning super value. Considering that you essentially remove the 2 secrets (or even one) from your deck, getting rid of 1 Arcane Intellect is perfectly fine. Finally, after extended testing and debating, removing Mechanical YetiTinkertown Technician and 1 Clockwork Gnome to make space for the combo mentioned before is surely rewarding, considering that spare parts have true synergy only with the mana wyrm.

TL; DR; No Archmage Antonidas means less no necessity for additional spare parts. Hence remove a wyrm and spare-part yields, to make room for the combo and some more early pressure.

 Mulligans

Vs Combo Druid / Aggro Druid / Midrange Hunter / Midrange Shaman: 

OPTIMAL: Cogmaster, Mana WyrmFrostbolt, Annoy-o-Tron, Mechwarper, Mad Scientist, Clockwork Gnome.

SUB-OPTIMAL: Snowchugger, Unstable Portal

 

VS Face Hunter / Face Shaman / Oil Rogue / Miracle Rogue:

OPTIMAL: Cogmaster, Mana WyrmFrostbolt, Annoy-o-Tron, Mechwarper, Mad Scientist, Snowchugger.

SUB-OPTIMAL: Clockwork Gnome, Unstable Portal, Micro Machine

 

VS Secret Paladin / Aggro Paladin:

OPTIMAL: Goblin Blastmage, Cogmaster,Mana WyrmFrostbolt, Annoy-o-Tron, Mechwarper, Mad Scientist, Snowchugger

SUB-OPTIMAL: Clockwork Gnome, Unstable Portal, Micro Machine

 

VS Combo Priest / Dragon Priest / Control Priest:

OPTIMAL: Piloted Shredder, CogmasterMana WyrmFrostbolt, Annoy-o-Tron, Mechwarper, Mad Scientist, Spider Tank

SUB-OPTIMAL: Clockwork Gnome, Unstable Portal, Micro Machine, Azure Drake (risky)

 

VS Patron Warrior, Control Warrior

OPTIMAL: Piloted Shredder, Snowchugger,CogmasterMana WyrmFrostbolt, Annoy-o-Tron, Mechwarper, Mad Scientist

SUB-OPTIMAL: Clockwork Gnome, Unstable Portal

 

VS Tempo Mage, Mech Mage, Zoo Warlock, Reno Warlock, Freeze Mage

OPTIMAL: CogmasterMana WyrmFrostbolt, Annoy-o-Tron, Mechwarper, Mad Scientist, Clockwork Gnome, Micro Machine

SUB-OPTIMAL: Unstable Portal, Snowchugger

 

 

 

 

 

 

Honorable Mentions for Replacements

The rest of the cards are commons and there is really no point in making any more changes. Some people messaged me about the following:

Harvest Golem. In my opinion is board sticky, but weak attack-wise. And when you play Mechmage, you really want to milk the mana curve as much as you can.

Gorillabot A-3. It's a great sub, extra "draw" and fits in the curve nicely, giving you extra solutions. If you have it, you may want to add it in the place of an Azure Drake or Unstable Portal

✗ 2xCogmaster. In my opinion it is a brutal earlygame card, but you get punished hard -like super hard- if you don't have him in the mulligan or the next 4 draws. Clockwork Gnome can still provide you with a mech activator or a spare part at the very least, whilst Cogmaster will not. Imagine being out of steam and drawing this guy. It happend to almost everyone. I would favor Mana Wyrm + Clockwork Gnome ANY DAY. Do not run double Cogmaster.

 

Upcoming content:

20 upvotes:  Replacements 

40 upvotes: Mulligan Strategy

 60 upvotes: Matchups ✓ (Coming up next!)

80 upvotes: Step-by-step crafting guide ✓ (Coming soon!)

300 upvotes: Video of the creator in ranked games

(I wasn't expecting so many viewers and upvotes to be honest, but I will complete additional content as promised given time!)