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How to defeat Heroic Patchwerk using Mage!

  • Last updated Aug 12, 2014 (Naxx Launch)
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Wild

  • 18 Minions
  • 12 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1600
  • Dust Needed: Loading Collection
  • Created: 8/13/2014 (Naxx Launch)
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  • Battle Tag:

    2689

  • Region:

    EU

  • Total Deck Rating

    1421

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Hey Guys! Back again now with another guide on Heroic Bosses, this time around we talk Patchwerk!

Disclaimer: Just saying it again, to be careful, if you have yet to play the Heroic Patchwerk battle and want to have the full experience yourself, stop right here!

 

Basic Strategy:

Alright, so one of the most interesting parts about Patchwerk, in my opinion, is how many tweaks I actually needed even after having seen that Patchwerk is just about the most simply designed boss yet.

-45 Health

-0 Cards

-1 Weapon, the Hook, which in Heroic mode has 4 Attack and Windfury!

-A hero power that destroys a minion for 4 Mana!

Now, first I thought of a heavy taunt priest, cheap minions, and the possibility to steal the hook with Mind Vision and Acidic Swamp Ooze, but that was way too slow. I did not have any win condition, no heals in the world could outheal him and playing the hook for 3 mana was Rarely ever possible without surely dying the next turn, or if I'm lucky, the turn after.

If heals and taunts to not cut it, what's left? Freezes! And well, let's be honest, if you do happen to have a board, Ice Block and Ice Barrier are lovely cards as well. 

No Water Elementals? No >3 Mana creatures at all! (Almost)

I initially thought of Water Elementals as an almost free win condition, Freezing him each turn and entirely disabling him, however, Water Elemental turns out to be a horrible card in this matchup! He will destroy it with his Hero power, and the only way I found him ignoring big Minions with his hero power was when he was already frozen AND a taunt was up, in which case he would usually dispose of the taunt. Even then, I do not know if he would priotitize the Water Elemental in any case. It would make sense to me, considering it'd be really easy for the developers and denying a way to potentially "break" him.

As that is, I think it's not reliant to play any minion that costs 3 or more and is not Kirin Tor Mage or Spectral Knight, the reasoning being as follows:

-You are always going second, thus, unless you coin out the 3+ Mana minion it will be clearable for Patchwerk. When you reached 3 mana he will have 4 to react.

The only way this is not true is between his turns 4-6 under the condition that...

...You oozed him, forcing him to reequip his weapon. 

or

...he used his last weapon stacks the last turn and wasn't able to reequip it with the mana he had.

Because then he will be left with <4 Mana.

Kirin Tor Mage seems fine because, if you happen to have more bodies on the board, it either protects them or does not die at all. Basically if you were going to place a secret that turn Kirin Tor Mage offers the possibility of being a free 4/3 body in addition. A slight bit combo-ish but not terribly conditional, and can actually deal a ton of damage if it happens to stay. Spectral Knight, just like Faerie Dragon deserves a place because Patchwerks hero power, thank god, actually is targeted. They can not die to it and he will not target them, turning them into little pyroblasts for you.

However, I still would not advice taking more then one Spectral Knight, as you should not forget how fast this fight is! Four Naked turns are death  Secrets and Freezes prevent that, but not forever, so you need cards that are fast, however, Spectral Knight is just too good to pass up as a further source of damage if you draw it later in the game and still have something to protect yourself from dying.

 

Mulligan for!

 

Mana Wyrm: You always have the coin, Ideal Opener with Mirror Images

Mirror Image: They protect you from exactly one instance of his damage for one mana, very effective. Most effective however if used with Mana Wyrms or Knife Jugglers

Knife Juggler: He will not clear your minions unless Hero Powering, if you do not have a Mana Wyrm coining this out is very legitimate!

Frostbolt and Ice Lance: Freeze is key. I'd even go as far as saying that you do not want to use your Ice Lances for Burn unless it's a win condition of yours, Freezing him for another turn will usually be worth more then dealing 4 damage to an already Frozen Patchwerk actually!

Sorcerer's Apprentice: Yep, no further explanation. Just a great card. 

 

Cards not to use lightly:

 

Acidic Swamp Ooze: Is a card you really want to use between your turns 3 and 5! That will mean that he will have to equip his weapon for 3 and not be able to use his hero power. Before your Turn 3 he'd not be able to do that anyways, if you Ooze him he will equip his weapon and be done with it, nothing else he could have done anyways! After your turn 5 He has 7+ Mana, thus enabling him to use Hero Power and Weapon in one turn.

Nerubian Egg: Will usually just be awkward unless you can place it into a situation where it stands alone on the field and Patchwerk has enough Mana to Hero Power. That will allow you to get your Nerubian. It is sort of a slow play and best combined with a Freeze, but if you can build up your board from there it feels well worth it, as 4 Attack stats is about as high as you will get with this deck! It's mainly another thing to use if you get into a topdeck situation, or comboed with an Ice Lance on Turn 3 or a Frost Bolt on Turn 4!

 

This should be it, if you have any questions feel free to contact me on here or on Hearthstone, Vijce#2689 on the European Server! Good Luck and Have fun!